Lights in Scene reduce farms per Second(FPS)

Hi Everyone

I am working on a project(game) in which police cars are involved therefore I have created car models and for a realistic effect I have used blue and red area(baked only) lights but my scene involve about 30 cars with mean 60 these type of lights are going to be used but when I only used 6 cars which mean 12 lights and my FPS dropped to 3.
I am using this area light because other lights make batches high and FPS low.
I am using Realistic car control kit and Smart AI kit in this game.
I am using one script that is activating red and blue light Randomly.

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;

    public class BuleLightRoatatingScript : MonoBehaviour {
    public GameObject buleLight;
public GameObject RedLight;
public int rendomNum;
// Use this for initialization
void Start () {
	
}

// Update is called once per frame
void Update () {
    rendomNum = Random.Range(0, 2);
    if(rendomNum == 0)
    {
        buleLight.SetActive(true);
        RedLight.SetActive(false);
    }else if(rendomNum == 1)
    {
        buleLight.SetActive(false);
        RedLight.SetActive(true);
    }
  //  transform.Rotate(0, -300 * Time.deltaTime, 0);
}
}

now is there any way that I can use 60 lights in one scene without FPS drop and for android FPS has to be 30 to 40 and if not that how many max lights can I used in one scene

thanks in Advance

  1. You can not use area lights on moving objects.

  2. Lower pixel light count in the quality settings

  3. Make sure shadow casting is disabled on these lights.

  4. Switch to emissive materials if the above is not the case.

  5. If you really need lights force deferred shading. This will increase CPU usage, though.