A downloadable plugin for Windows

Buy Now$29.99 USD or more

Trailer/Tutorial

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

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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(1 edit)

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? 

(+1)

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).