Hey guys! How does Unreal’s rendering pipeline work? Any illustrations? Is there anything like Unity’s neat Frame Debugger that lets you visually step through each step of the rendering of a frame and see the engine’s components at work?
What are my options to plug into the engine pipeline?
- the custom shader node
- an API?
- the engine source – any systems for this? any examples? I hope I wouldn’t have to blindly hack through, or rewrite the renderer myself…
For example is anyone familiar with the unity Command Buffer? - That’s where I’m coming from.
Can I set up and inject my own mini render queue into UE4’s render pipeline? Can I access UE4’s GBuffers? Can I create my own GBuffers? Can I do my own deferred decals? My own raytraced Distance Fields? Lighting? Compute Shaders?
…Sorry for asking a lot of questions.
Am I somehow missing the UE4 community for doing all this neat custom stuff? It’s weird that I see so many GPGPU or PCG or physics research demos made in Unity (which is a mediocre engine).