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Question Tris generation per real time light

Discussion in 'Global Illumination' started by theCodeHermit, Aug 21, 2023.

  1. theCodeHermit

    theCodeHermit

    Joined:
    Sep 20, 2018
    Posts:
    39
    As far as I understand if you have 1 real time light and 1 dynamic model with lets say 100 tris. Then you will end up with 200 tris.

    I have tested that with multiple simple objects and so far the numbers add up. However I am having problems with complex models.

    For example character object with 35k tris and a single real time light should equal 70k but instead it is 175k.
    It is the same with all my other models instead of multiplying it by 2 it always does by 5.

    Objects are FBX and have skinned mesh renderers + bone structure for animations. I am also using URP.

    Any idea why is that happening ?
     
  2. theCodeHermit

    theCodeHermit

    Joined:
    Sep 20, 2018
    Posts:
    39
    .... figures that I bang my head against the wall with this for weeks... and 2 minutes after writing the post I figure it out...

    Well if anyone else has this issue the problem was: In the URP quality asset => Shadows => Cascade count
    Mine was set to 4. After changing it to 1 I don't get the crazy tris numbers.
     
  3. lilacsky824

    lilacsky824

    Joined:
    May 19, 2018
    Posts:
    164
    Each Shadow Cascade requires an additional re-rendering of objects, which means the tris count will increase as the number of Shadow Cascades increases.