Currently Neos is using the built-in rendering pipeline in Unity, which is pretty old and source of various performance issues and limitations
The Lightweight pipeline in Unity has matured enough to universal rendering pipeline so it could be used for Neos as base. This should provide performance boost, improve compatibility with latest technologies and also provide extensibility and modularity.
Some of this could be exposed to worlds themselves and also used to optimize mirrors/portals to avoid redundant computations (e.g. computing shadowmaps multiple times).
Currently Neos is using the built-in rendering pipeline in Unity, which is pretty old and source of various performance issues and limitations
The Lightweight pipeline in Unity has matured enough to universal rendering pipeline so it could be used for Neos as base. This should provide performance boost, improve compatibility with latest technologies and also provide extensibility and modularity.
Some of this could be exposed to worlds themselves and also used to optimize mirrors/portals to avoid redundant computations (e.g. computing shadowmaps multiple times).
https://blogs.unity3d.com/2019/09/20/how-the-lightweight-render-pipeline-is-evolving/