Here’s an example: some terrain that’s lit with quite a few lights that fade in/out over time.
In the Frame Debugger, this produces a light texture like so (left) but many DrawMesh calls that are nearly identical (right).
If these were normal sprites, not sprite lights, they would be batched. I know the 2D Renderer does all kinds of fancy stuff to batch light layers, but within a layer there’s still individual DrawMesh calls.