I made this post yesterday about the Frame Debugger and the Profiler:
https://forum.unity.com/threads/how-to-use-the-frame-debugger-and-profiler-to-identify-bottlnecks.1418674/
I see that my rendering is taking too long:
RenderPipelineManager.DoRenderLoop_Internal() takes around 8-16ms per frame depending what the camera is looking at. I need to get it down to around 4-6ms to achieve my 60FPS target.
But I do not know what exactly in my rendering is taking so long.
Is there any way I can know how many 'ms' It takes per draw call / draw group in the frame debugger by using it in conjunction with the profiler? That would help me identify which parts are slow so that I can change them.
I'm using Unity 2020.3.30f and I don't want to update unless absolutely necessary because I'm close to releasing my game