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Using Lights Using lights in your scene will also have an effect on the vertex count of your objects. With forward rendering, per-pixel lights can increase the number of times the mesh has to be drawn. 14 A Discontinuous UV Pair Is Shown by the Blue-Highlighted Edges. The Blue Shading of the Edge Indicates the Vertices that Are Discontinuous. the number of vertices that need to be processed and number of pixels that have to be drawn. Even when additional lights don’t cause additional draw calls (for example, in VertexLit mode), they are still not free.

In the next section, we’ll discuss how to minimize UV seams in your mesh. In Fig. 12, you can see a set of selected UVs and their discontinuous counter parts. These coordinates share the same vertex on the mesh. When the GPU encounters discontinuous UVs, it must split the vertex into two vertices and thus increase the overall vertex count for your object. In Chapter 3, “Understanding Textures and UV Maps,” we’ll discuss how to minimize UV seams in your mesh. Using Lights Using lights in your scene will also have an effect on the vertex count of your objects.

11. This allows for faster rendering and efficient memory usage. 11 A Triangle Strip Is the Most Efficient Way of Describing a Mesh. 12 A Degenerate Triangle Looks Like a Line Segment and Causes an Increased Vertex Count in Unity iOS. However, to effectively to do this, Unity iOS must create what is called degenerate triangles or what is referred to as zero-angle triangles at points of various discontinuities such as mesh seams and UV borders. A degenerate triangle is formed by three collinear points or points that lay on the same line.

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