Forward rendering shadow triangle count

When you get back… I’ve got a simple unity scene with a ground plane, single diffuse shaded model, and a single shadow casting directional light. When the camera is rendered in forward rendering mode the triangle count is 4x that of when it’s in vertex lit mode. Any idea why this might be? As I understand it forward rendering renders ambient + 1x directional light in a single pass Forward Rendering

Does something other than passes affect triangle count?

I also encounter this problem. could you tell me how to optimize this problem?

Well, it’s actually all explained in the manual. If you have a more recent Unity version you can use the Frame debugger (Window → Frame Debugger) to analyse how the drawcalls / setpass calls and total vert / tris come together.