Tris generation per real time light

As far as I understand if you have 1 real time light and 1 dynamic model with lets say 100 tris. Then you will end up with 200 tris.

I have tested that with multiple simple objects and so far the numbers add up. However I am having problems with complex models.

For example character object with 35k tris and a single real time light should equal 70k but instead it is 175k.
It is the same with all my other models instead of multiplying it by 2 it always does by 5.

Objects are FBX and have skinned mesh renderers + bone structure for animations. I am also using URP.

Any idea why is that happening ?

… figures that I bang my head against the wall with this for weeks… and 2 minutes after writing the post I figure it out…

Well if anyone else has this issue the problem was: In the URP quality asset => Shadows => Cascade count
Mine was set to 4. After changing it to 1 I don’t get the crazy tris numbers.

Each Shadow Cascade requires an additional re-rendering of objects, which means the tris count will increase as the number of Shadow Cascades increases.