OK, so let me see if I understand this correctly - lets say I have a forest Im making and 10 of those assets use the same tiling wood texture. That would be 1 draw call for those 10 "batched" assets and another draw call for the material?
No, and yes you are. On most semi modern engines material count is the main performance issue - the specifics are engine dependent but most will batch objects that share textures and shaders into one "draw call" (which isn't really a thing but let's go with it) This is one reason why it's a good idea to atlas groups of…
Assuming they're set up in the most batching friendly way (which is not necessarily the most performant) you will get one draw per material - the number of assets is irrelevant. In practice things like Lodding, what other materials are on screen, transparency, skinning etc. can break batching so you can't unequivocally…