One Batch can massively reduce draw calls by combining multiple object's materials and textures into a single material with a texture array atlasing system.
Unlike other atlasing systems, One Batch does not have texture resolution limitations caused by packing multiple textures onto a single texture sheet, and can work with tiling textures. Setup is designed to work well in late stage production, converting lists of prefabs automatically.
One Batch is designed to work with the Standard Shader, though examples and functions for Amplify Shader Editor are also included. One Batch has replaces the standard shader with a custom version that supports Texture Arrays, as well as additional features like Parallax Occlusion Mapping.
One Batch will automatically combine sub meshes into a single mesh and material for additional savings, and works on SkinRenderer's as well.
One Batch can be used along with mesh combining techniques, like static batching, or other assets on the store, by allowing them to combine more meshes than would be normally possible.
One Batch is currently in Beta.