Why 4 draw calls for each object?

I am just learning how to optimize graphics in a scene. I don’t understand why each of my objects is adding 4 draw calls to the scene.

Having worked with NGUI Atlas’s and optimizing these to only have one draw call. My understanding was for each texture I should have one draw call.

Toggling the mesh renderer off to on adds 4 draw calls. Switching cast shadows off on the renderer reduces this by 2. I assume I can create my lightmaps for all static objects, turn this off and save myself some draw calls. Is this correct? I don’t have pro, so light probes won’t work for my characters, but I can live with this.

But why does it cost 2 draw calls without shadows? Shouldn’t it be 1?

You have a minimum of 1 draw call for each object; sharing textures don’t really have anything to do with it, aside from possibly enabling dynamic batching if the meshes are simple enough. It depends on what sort of lights and shaders you’re using.

–Eric