Help with Vertex/Tri count

Hi,
can some body explain me one thing - I have a model (one) in my scene that has (in maya!)
144tris. The problem is - after i imported it in unity the same model has 156triangles in the consol (I use the poly count script) and 432 in the statics window…

I do not get it… Why this differences?

Please help :slight_smile:

Because you are using more than one pass in your shader.

hmm i use the normal “diffuse” shader… is there a more efficient shader to do that?

If it’s not from the shader, it could come from, maybe, bad stripping.

But I’m not an expert in that domain :slight_smile:

thanks but maybe someone else know how change this

I think VertexLit is lighter, but I am a noob as well.

Now I remind myself of that, yes it is lighter, confirmed.

Thought Id help out here. A few things I have confirmed that will effect the tri count directly (and makes sense when you consider the rendering effects).

  1. Shaders (as suggested each pass will accumulate tri counts)
  2. Lighting / Shadows (Cascade levels result in more passes thus more tri counts). Good recommendation here, is if you want to minimise tri count is to use shadows only when you need it, and use shadow blobs elsewhere :slight_smile: much cheaper overall.
  3. Special passes (these wont be huge but if you have a glow effect as a final pass on an object it will need rendering its tris again).
  4. Double sided polys. Beware this little one. I found if you are not careful importing some meshes, you may end up with double sided tris - costing you a substantial extra hit in the tri-vert list area.

Hope that helps.
Cheers
Dave