Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by c_Feng · Aug 08, 2017 at 11:16 PM · renderingperformance metrics

How does rendering mode affect the number of tris and vertices drawn?

I am doing some research into understanding how Unity renders objects so that I can better optimize performance for VR projects. I am having trouble, however, understanding how the rendering statistics window is calculating the number of tris, verts, and draw calls.

As a control, I have a primitive 3D cube in the default scene with a single directional light and a fully black skybox (camera clear flags set to Solid Color). The 3D cube has a mesh renderer with a material using default settings. With the albedo color set to full white (255, 255, 255) and an alpha of 125, I've switched between all the rendering modes and made a note of some values:

With directional light ACTIVE:

 Opaque, Cutoff:  
     SetPass: 6  
     Tris: 52  
     Verts: 104  
 Fade, Transparent:  
     SetPass: 6  
     Tris: 14  
     Verts: 28  

With directional light INACTIVE:

 Opaque, Cutoff, Fade, Transparent:
     SetPass: 6
     Tris: 14
     Verts: 28

From my understanding, the directional light is causing extra draw calls on an opaque material due to calculating the light hitting the cube. However, the Transparent rendering mode doesn't seem to be taking light into account and thus does not do any extra draws as a result of the light. This is contrary to specular highlights and reflections supposedly appearing with Transparent (as opposed to Fade, described in the Unity manual).

Additionally, I would have guessed that the Transparent rendering mode would induce more draw calls due to the camera having to render background objects. Yet, running the same experiment with another cube in the background, using the exact same material, produced relative results

Why doesn't occlusion culling reduce the number of tris and verts drawn on opaque objects? Why aren't the number of tris and verts drawn with transparent objects increased?

From this simple experiment, it seems that opaque objects with light are creating more draw calls, whereas transparent objects require the least number of draw calls. This might lead one to conclude that transparent materials require less performance, which I know is untrue. What am I missing here?

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image bobisgod234 · Aug 09, 2017 at 01:40 AM 0
Share

Why doesn't occlusion culling reduce the number of tris and verts drawn on opaque objects?

You actually have to setup and configure occlusion culling for it to have any effect (Window -> Occlusion Culling), simply checking occlusion culling on the camera is not enough. Only objects marked as "Occluder Static" will be able to actually occlude, and you must "bake" the scene beforehand.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

71 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

unwanted pale shadow like,at the edje of gameobject in high speed 0 Answers

Rendering with the CPU in Unity 0 Answers

GrabPass and Transparent geometry 0 Answers

Why am I getting shadow strange artifacts? 1 Answer

Rendering problem? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges