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What the cost readout measures

This page is an explanation. To actually make things lighter, see Automatic Optimization On Build.

In one line​

The cost readout in the inspector is an estimate of the relative cost of the baked material after upload. It is a model estimate with the heaviest reference profile as 100%, not actual GPU utilization. Manager's Current load on the Start tab is the average of MingToon materials. It recalculates 10 seconds after edits stop and is not shown when multiple characters are selected.

What this number can and cannot do​

What it can doWhat it cannot do
Compare which material is heavier within the same avatarConvert into how many times longer a frame takes
Check whether the estimated cost dropped after turning a module offStand in for GPU milliseconds or SetPass counts
Compare estimated texture memory between materialsJudge the whole avatar's cost from the highest value

The model is tuned to one specific Built-in benchmark environment. Screen coverage, overdraw, light count, GPU and render pipeline all change the real cost.

Reading the cost panel​

Open Cost Details from the load menu at the top of the Full Inspector. The details contain a reference profile, two estimate cards, and an upload breakdown table.

ReadoutHow to read it
After upload estimateAverage estimated baked cost of selected materials
While editing estimateAverage estimated cost of selected editable materials
Upload breakdown · peak selected materialModule contributions of the heaviest selected material
Module share of upload totalShare of total upload cost including the base shader and corrections

The cost estimate panel showing cost after upload and the expanded breakdown

The model calculates the authoring state and the estimated baked state separately. Instruction count, always-executed texture reads, register usage and pass count go into it.

For layers it looks at the number actually used and the execution conditions, not the slot count. Ten slots does not make it count ten reads per pixel. Conversely, a strength of 0 does not make the code disappear. Values that can change at runtime are kept.

What that constrains​

  • The scene-wide cost of making camera depth available is not part of the material multiplier. Compare the change in a real scene the first time you turn a depth effect on.
  • Color correction driven by animation or a script has to keep working after the bake, so it does not fold into a constant. That much estimated cost stays.
  • A lower estimated grade alone does not confirm an improvement. Compare real builds at the same camera, distance and lighting.