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Unity Morph 
Performance Test
To test out BlendShape Performance 
In Unity 
Objective:
For a Start 
It is a common practice to split out model into pieces for 
various reasons. 
For Blendshape, it is to split out specific parts that can get 
animated.
The Problem 
Splitting mesh will result in increase 
drawCalls. 
As such, it is also a common practice to 
limit the number of mesh to as few as 
possible
Experiment 
This experiment will test the performance 
between blendshape with splitted and 
combined mesh.
Sample1 
Has 1 unified Mesh, around 40k tri
Sample2 
Got the mesh splitted. 
Part with BlendShape has 6.5k tri
Script 
A simple Script that will oscillate Blend 
value from 0->100
Result1 
Sample1 Sample2 
……No noticeable differences……
Sample1 Sample2 
Beside increase Draw Calls, 
Result2 
……No noticeable differences……
This isn’t going to be an experiment 
Let’s increase morphing Layer to 15
Script 
This will oscillate all 15 Layers
Result1 
Sample1 Sample2 
……No noticeable differences……
Sample1 Sample2 
Beside increase Draw Calls, 
Result2 
……No noticeable differences……
What else can we test? 
Unity can only support up to 60k tri per 
model. 
Maxing it out won’t likely to cause any 
differences. 
Let’s add some animation to the Character.
Squiggly random Loop Animation Added
It’s pretty much the same thing, 
So I’m not going to bother 
repost the image 
Result……
On the other hand…… 
Unity’s performance is rather well even 
when animating a 40k tri character
Let’s do one final test 
Split the Mesh to 7 parts, 
each with a 5 morph Layers
Script 
This will oscillate each of the Mesh
There’s a non-consequential 
Result1 
apparent increase in performance cost
Result2 
Draw call increased as expected
Seam between meshes 
A side note, 
won’t appear in Toon Shader
In conclusion, 
Performance cost is so insignificances to 
worry about which method to use.

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