Unreal Retro-Reflective Shading Model

Weekend project: added a new shading model that includes a retroreflective component.

Improvements needed:

  • Separate roughness for specular and retro-reflectivity
  • Add parameter(s) for imperfect reflectors (inverse fresnel or something)
  • Add RectLight support
  • Check energy conservation since I’m basically just adding a 2nd specular term
  • Environment reflections

Anyway here’s a patch of the current code. This was done on the 4.20 branch:

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