If you use a separate texture for each of your sprites, Unity has to create and send a separate draw call to the GPU for each texture. As a result, performance can decrease.
To reduce the number of draw calls, create a sprite atlas. A sprite atlas combines multiple textures into a single texture. Unity only needs to create one draw call for all the sprites in a sprite atlas.
Note: If you use the Scriptable Render Pipeline Batcher, the number of draw calls might not decrease, but performance still improves a similar amount.
For more information, refer to Create a sprite atlas.
To avoid Unity sending multiple sprite atlases in a draw call, the recommended best practice is to create separate sprite atlases for the following:
To report on and analyze the performance of your sprite atlases, refer to Get started with the Sprite Atlas Analyzer in the 2D Tooling package.