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Extending the Unreal Engine 5 rendering pipeline by adding custom render passes and shaders

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lumixem/UE5-Noise-Generation

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A project through which I'm exploring the structure of Unreal Engine 5, its rendering pipeline, and how to extend it.

I make use of the SceneViewExtension class, custom engine subsystem and a compute shader.

  • FNoiseGenerationModule is responsible for mapping the custom shader source directory to the engine
  • FNoiseGenSceneViewExtension inherits from FSceneViewExtensionBase, intializes and adds the renderpass and subscribes it to the PostProcessingPass. See GenerateNoise() in NoiseGenSceneViewExtension.cpp
  • UNoiseGenerationSubsystem is responsible for initializing the FNoiseGenSceneViewExtension SVE
  • Shader creation happens in NoiseGenerationShaders.h & .cpp

The noise generation is based on The Book of Shaders

It currently displays simple 2D noise from The Book of Shaders. I am planning to improve the noise generation, adding more variations (Perlin, White, Blue) and animating it. image

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Extending the Unreal Engine 5 rendering pipeline by adding custom render passes and shaders

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