Ok so I might be a little bit late for the party, but I got a partial answer for you:
- yes
- I’m currently also searching on how to do custom ray trace shader but got stuck midway because I can’t figure several issue. pointers will be provided below
- irrelevant
Ok so first of all you need to understand what is a ray trace shader, I suggest looking at this lecture on DirectX12 TraceRay:
After that I would go and follow this tutorial on how to create a simple shader (not ray trace) to get the idea
it’s quite a cool one because you end up with a compute shader function that is blueprint callable
There is also this one, it even comes with the source file on gihub. though they are different from from the tutorial slightly and require some modifications to make it work (ping me if you’re getting into trouble). Also, it’s missing the .usf so… meh…
Now where I’m stuck at is this:
Where do I get the accelerated structure to initialize the shader with?
how do I define custom amount of rays?
Can I dispatch my own rays or do I need to dispatch using the built in process in UE?
many many more question… I wish I had an expert to talk with