I was looking into ways to implement multiple lights shading and I've noticed Unity uses multiple passes to achieve it. It performs a base pass to apply the brightest directional pixel light + 4 vertex lights + SHs and an additional pass for each pixel light, up to a limit defined by the user on the editor.
I'm wondering, since I previously know how many pixels lights I need to shade, why not doing it in a single pass like vertex lights are done? What are the problems of doing so?