Tessellation + total vert/tri count

Hi!

Simple question: when using a simple fixed ammount tessellation shader found here Unity - Manual: Surface Shaders with DX11 / OpenGL Core Tessellation is it possible in any way to get the total count of new vertices and triangles caused by the tessellation? Regular mesh.vertices.length gives the vertices from the original mesh.

Thanks in advance!

Yo, during tessellation new triangles & vertices are created only on the GPU side and I believe there’s no way of retrieving a complete count of them from GPU so you would have to come up with some estimation.