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emilybrown1sebastienlagarde
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fixed passive voice (#6092)
* Fixed grammar errors * fixed passive voice in decal doc * Update Decal.md * Update Decal.md * Update Decal.md
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com.unity.render-pipelines.high-definition/Documentation~/Decal.md

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@@ -36,9 +36,13 @@ After you enable Decal Layers, you can then use them to decouple Meshes from cer
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By default, in the UI for Decal Projectors, Mesh Renderers, or Terrain, Decal Layers are named **Decal Layer 1-7**. To more easily differentiate between them, you can give each Decal Layer a specific name. To do this, open the [HDRP Global Settings](Default-Settings-Window.md), and go to **Decal Layer Names**. Here you can set the name of each Decal Layer individually.
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### Performance implications
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### How Decal Layers affect performance
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Enabling Decal Layers increases memory usage, has a GPU performance cost and generates more Shader Variants. This increases build time.
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When you enable Decal Layers, it increases the build time of your project. This is because Decal Layers:
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* Uses a high amount of memory.
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* Increases GPU performance cost.
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* Generates more [Shader Variants](https://docs.unity3d.com/Manual/shader-variants.html).
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If you use the Decal Layer system to disable a decal, via the **Rendering Layer Mask** of a Mesh Renderer or Terrain, it doesn't save on any performance. Instead, to save performance, you need to disable the **Receive Decals** property for the Mesh Renderer or Terrain's Material.
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