I have only one object in the scene and it is lit with a directional light. It uses the mobile/diffuse shader. The issue is that on iPhone 4 the FPS drops from ~42FPS to ~11FPS when the directional light is enabled. Rendering is set to forward rendering and there are no other light sources. Shadows are not enabled.

Scene stats give a total of five draw calls, 3k tris and 2.6k verts. Having a single directional light should not have that kind of effect on FPS. What could cause this FPS drop?

enter image description here

  • \$\begingroup\$ if you have one material with a single directional light, no shadow received nor casted, you should have exactly one drawcall if you use mobile/diffuse. \$\endgroup\$
    – Heisenbug
    Oct 14, 2013 at 11:42
  • \$\begingroup\$ this sounds strange. could you explain a bit more about your code behind drawing the sceene? and also show the shader code?+ \$\endgroup\$
    – Tordin
    Oct 14, 2013 at 12:35
  • \$\begingroup\$ You might want to try setting the shader to "Mobile/VertexLit (Only Directional Lights)". See answers.unity3d.com/questions/198158/… \$\endgroup\$
    – Adam
    Oct 14, 2013 at 23:01

1 Answer 1


So after spending hours to figure out why it did that, it turned out to be rather simple. Even though the rendering was set to Forward in the player settings it was overridden to Deferred in the camera itself.

enter image description here

This caused more draw calls than it should have, as @Heisenbug pointed out, and the very poor performance as the iPhone4 is nowhere near capable to use deferred.


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