We are trying to reduce the number of draw calls when rendering our scene. The game we are building is uses an RTS-like camera, and the terrain is using +150 draw calls for the main camera, and easily hits 1000 for rendering the shadowmap of the directional light.
In the framedebugger i can see it is rendering the terrain in chunks of 17*17 vertices, which seems overly small for our use case. Ideally we would have bigger chunks because our terrain is relatively small compared and not very much affected by perspective projection, as in an RTS. We would prefer to have less draw calls at the cost of some more triangles rendered, as for our usecase the draw calls are more of an issue than triangle count.
Is there a way to configure the size of the chunks that unity divides the terrain into when rendering?