Any approaches to use custom render engine instead of Unity with OpenGL/DirectX/Vulkan calls?

Hi there. I’m researching how to integrate RTX Remix renderer API in Unity games (especially old ones) to make raytracing remaster mods for them possible, as well as have an alternate renderer for new games available in the very editor, if possible.

Remix works on other games with a “bridge” component intercepting d3d9.dll calls and redirecting to another 64-bit process (via IPC Channels) which implements a path tracing engine in development by Nvidia and community. It has several limitations like having to rely on games using Fixed Function Pipeline, no custom shaders, DirectX/OpenGL → dx9 wrappers that work, etc.

I’ve been experimenting writing mods with BepinEx and asset bundles and wondering if there are ways to intercept all graphics calls to call the API instead.

Or maybe just use SRP to call their API so ppl can develop new games targeting the new renderer.

I have no clue where to start, it doesn’t need to be perfect and cover every use case scenario (it is for modding and fun after all). I just need a solid start to build on slowly. Maybe just get a default cube to render in Remix instead of Unity.

Thanks