TextMesh + SortingLayer problem

I have noticed a strange behaviour when I started to put TextMeshes on my custom Ui system, drawcalls started to increase at random, then found out was the sorting layer on the MeshRenderer cansuing.

I’ll try to explain what I did. Baiscly i have a hud with a ammo counter that is made out of a TestMesh and I setted it to use a specific Sorting Layer with order to 1. Then added also a lives counter which is set on same layer and same order and here no problem drawcalls were the same.

After that I started to add more TextMeshes on my inventory UI but with a different order in the same layer, specifically to 3, note that I use the same font for all the text meshes so is not a problem of a different materials but having the same font TextMeshes with same material and all BUT on different sorting order it produce another drawcall.

Now I can easily fix this by putting all the text meshes on the same sorting order and put the other elements on lesser order, but I have a component on the text meshes that on start duplicate the TextMesh and put it a sorting order unit back as shadow so I will have always 2 drawcalls while I could have just one.

Is this happening because the default shader for text meshes tries to draw always on top of everything? Or there is something more to it?

Sorry to bump, but would like to know about it if I can avoid the extra drawcall.