Retroreflection for Unreal Engine

I’ve always been fascinated by light, but my understanding of it initially came from rendering systems in 3D editors and game engines. Over time, my curiosity grew beyond the solutions these tools provided. I began exploring how modern scientists define a physically accurate lighting model. Drawing from various publications, I developed my own understanding and created a unique illumination model scheme. Of course, there’s nothing groundbreaking here, but I find it useful to have my own scheme whenever I revisit this topic at work. I’m fully aware that lighting models in game engines are incomplete for practical reasons. I also understand that implementing specular and diffuse transmission is challenging and not always necessary. However, I’ve always wondered why most game engines ignore retroreflection. It’s a simple component of the physical lighting model, easy to implement, and, most importantly, fully adheres to the law of energy conservation. Retroreflection happens when a su...