Unity CPU Performance tuning - high shader pass and Render draw

Hi All,

I am tuning the game and make me feel headache.
Currently the fps is about 15-25 in target platform which is a bit low.
I have verts count ~11K and use up 120mb for the scene.

I profile the scene and found out:
Camera.Render consume most CPU times
→ then drill down to SpriteRenderer.RenderSingle and Shader.SetPass
have consumed most.

How to reduce those two?

Thanks very much

Are you using sprite packing tags? You can also use the frame debugger to see what’s happening.