Retro Rendering Plugin - Unreal Engine 5
A downloadable plugin for Windows
Buy Now$29.99 USD or more
Step into the nostalgia of the 90s gaming era with Retro Rendering, your ultimate function library designed to effortlessly render meshes in a classic, old-school style. Perfect for developers seeking to recreate the iconic look and feel of retro inventory systems and UI. Includes an example of 3D inventory rendering (right-click the editor utility widget to run it).
This plugin is not a replacement for Retro Graphics
This pack is also available on the Marketplace
Technical Details
Features:
- Per-triangle depth sorting (no depth buffer)
- Custom sort priority
- Affine texture mapping
- Alpha blending
- Vertex snapping
- Per-vertex directional lighting
- Dithering
- Near clip effect
- Frustum culling
- Backface culling (optionally render as two-sided)
- Works with static and skeletal* meshes
*Skeletal mesh animations are not supported. This plugin isn't intended to be used with high-poly meshes.
For questions and support, please join the discord server
Status | Released |
Category | Assets |
Author | Marcis |
Tags | ps1, PSX (PlayStation), rendering, Retro, retro-graphics, sourcecode, Unreal Engine |
Purchase
Buy Now$29.99 USD or more
In order to download this plugin you must purchase it at or above the minimum price of $29.99 USD. You will get access to the following files:
Retro Rendering UE 5.1 14 MB
Retro Rendering UE 5.2 14 MB
Retro Rendering UE 5.3 9 MB
Download demo
Download
Demo 170 MB
Comments
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I was in the process of creating my own "retro" system with 5.3 but if I can save time and have a tested solution, I'm definitely taking a little shortcut :)
Just for clarity's sake: this is not intended to be used as "game engine" right? It's most for displaying single meshes (so, not a world) if I got it right.
How does this compare to your PSX engine?
I wouldn't mind a middle-ground solution able to merge retro aesthetics with modern features (volumetric shadows, GI via lumen).
Have you considered implementing per-texel lighting and multiple light support?
You're right. This plugin is designed to render a few meshes and not a game world. Although, you probably could render a small scene too.
Visually it's pretty much the same as PSXFX except for a few differences like an improved depth error effect due to a lack of depth buffer and custom sort priority.
It already supports multiple per-vertex directional lights. I might add point lights in the future.
I see, thanks for your reply. I was probably asking for something out of scope for a PSX-like engine - per-texel lighting is far from common!
https://gamedev.stackexchange.com/questions/125437/per-texel-lighting-not-per-ve...
I'd have another question but I'm going to make it on the correct page (the PS1 engine: are the material graphs available for us to be customized? I'm assuming you're using a master material?).
When I watched the demo I couldn't but notice the Red Cross usage: maybe not you, but someone using that model could get into a few issues - I speak for personal experience :P
Geneva Conventions
It's an easy oversight but the red cross is veeery easy to trigger (Even Quake had to replace that symbol).