Tri count and optimisation

I’m currently learning the process of modeling and how it works with Unity, I am trying to streamline and understand the best practices when it comes to importing a model to Unity.

I have a row boat I have modeled in blender, which sits around 3,000 tris and smooth shaded, I’ve spent a lot of time UV unwrapping it with the least seams. I also add a triangulate modifier to make sure everything is triangulating well. I have then made a high poly version where I have edge lopped the areas I want to have hard edges and baked in ontop of the original model in Substance Painter.

I am using Unity 2019 HDRP for testing. Once I import the FBX and add the material (the default HDRP shader), along with a directional light. The tris of the row boat are reading at 15,000 which is x5 the amount in Blender. I understand that it will go up in Unity due to it being GPU based and there being different passes with shadows etc.

However, I guess my question is whether x5 the amount of tris is to be expected or is there anything else I should be doing? I expected x3 the amount, but x5 seems to be pushing on the high end.

The amount of triangles rendered will change a lot depending on the scene.

multiple lights with shadows will draw the geometry again for each light. If you are using shadow cascades and the boat is visible in multiple cascades it will be rendered for each cascade.

Projectors render geometry again.
In forward rendering each light is a separate pass.

some materials/shaders have multiple passes etc.

Lennart

I appreciate the reply.

Does this mean I can safely ignore the tri count being x5 the amount as it’s within the expected amount to have once you take into consideration the Lit shader & directional light?

if you look at the mesh after import does this have the corrent tri count?. You find it in the meshfilter of the prefab
This is the mesh that is sent to the GPU and rendered one or more times depending on graphics settings

Sorry had to get back from work.

The meshfilter actually has about 200 less tris than what is showing in Blender, I guess this is all good then?

Yes

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