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    Graphics and Rendering

    Render Pipelines

    Unity provides 3 main options for rendering your in-game graphics: the built-in render pipeline (BIRP), universal render pipeline (URP) and the high-definition render pipeline (HDRP). The URP and HDRP pipelines together are called the scriptable render pipelines (SRPs). Each of the render pipelines has its own pros and cons and should be chosen carefully.

    ❗❗❗ As of NeoFPS 1.1.36, the NeoFPS demos are setup for URP and the input system in Unity 6 and above. In Unity versions below Unity 6, the demos are set up to use the built-in render pipeline and the legacy input manager.

    NeoFPS comes with unity packages containing alternative shaders, prefabs, scripts and materials. These packages also replace a number of the demo materials with render pipeline specific versions where the tools that come with the SRP would not be able to convert them for you. The best way to import the relevant package is through the Unity Settings page in the NeoFPS Hub. This also provides some simple tools for checking your project's compatibility before importing.

    Built-In

    The built-in render pipeline has been around for a long time and is considered by many to be the most stable and feature complete rendering system for Unity. Unfortunately, the way the built-in pipeline handles lighting limits its ability to compete with the latest generation of AAA titles and performance can be a problem. Unity have not been adding features to the built-in render pipeline for a number of years and are pushing users to switch to URP with a view to eventually deprecate the other pipelines. For more information on using the built-in render pipeline with NeoFPS see Built-In Render Pipeline

    Post-Processing (Built-In)

    Post-processing is a system where effects are applied to the final image based on the state of the render buffers after the various meshes in the scene have been rendered. This allows you to add screen-space effects such as ambient occlusion, reflections and colour correction. You can also use volimes placed in your scene to control post-processing as you move around the scene. For example, you might want a different colour balance and exposure range when indoors compared to outside.

    With the built-in pipeline, Unity requires the Post Processing Stack V2 package to add post-processing effects. This can be imported via the NeoFPS Hub.

    The scriptable render pipelines each come with their own post processing systems. If you import the URP or HDRP unity packages, then you won't have to do anything else to gain access to the volumes or profile assets.

    URP

    The universal render pipeline is intended to become the default rendering pipeline once the built-in pipeline is eventually deprecated. It started out targeting mobile devices (as the light-weight render pipeline), but it eventually expanded out in terms of target platforms. For more information on using the universal render pipeline with NeoFPS see Universal Render Pipeline

    In early 2026, Unity announced that they would be locking down new features for HDRP and concentrating their efforts on expanding URP. This makes URP the basis for the future unified renderer.

    HDRP

    The high-definition pipeline is aimed at high performance computers and latest or next generation consoles. It provides the best visual fidelity and most realistic lighting, but many devices will struggle to run at decent frame rates. For more information on using the high-definition render pipeline with NeoFPS see High-Definition Render Pipeline

    In early 2026, Unity announced that they would be locking down new features for HDRP and concentrating their efforts on expanding URP. HDRP will still be supported into Unity 7, but work will focus on stability instead of features.

    Shaders

    NeoFPS comes with a number of shaders for different purposes. Some, such as the water shader are purely for demo purposes and you will be able to find much better quality options from dedicated shader assets. Others, such as the scopes and optics, are more specialised for FPS games and are intended for use in complete games. The following is a rough outline of the shaders available:

    • Projection optics such as holographic and red-dot sights
    • Render texture scopes
    • Bullet trails
    • Laser pointers
    • Overheat glow
    • Shockwave and heat-haze distortions
    • Powerup and interactive object glows

    See Also

    Built-In Render Pipeline Universal Render Pipeline High-Definition Render Pipeline

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