I am seenning GPU Usage profile contents added manually in Unity Profiler window.
I am really curious why there is 2 drawcalls each material not 1 drawcall.
The profiler shows my skinned submeshes is rendered twice by DrawCalls field.
I attached the screenshot.
The materials I am using are just setted opaque with unity standard shader.
I can’t tell you definitively what the cause is, but I can make a guess. Usually skeletal meshes have a limit to the number of bones or polys, so an animated mesh with a high number of bones or polygons will be split up into sub meshes. This might be what’s happening here.
Actually it’ll have at least 3 draw calls if there are shadows (and you’re using the forward renderer and a directional light). Once for the depth buffer (used for shadow receiving with the first directional light), one for shadow casting (or more if you have cascades, one for each cascade), and the last one for rendering to the screen. But all of those will appear listed as separate events in the profiler which is what he’s looking at. He’s seeing a single Mesh.DrawVBO under RenderForwardOpaque taking two calls. I assume if you dig down into Shadows.RenderJob you’ll find another Mesh.DrawVBO that also does 2 passes per material.