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@@ -291,7 +291,7 @@ Rendering
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- Does not rely on run-time mesh generation. This means decals can be used on
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complex skinned meshes with no performance penalty, even if the decal moves every frame.
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- Support for nearest, bilinear, trilinear or anisotropic texture filtering (configured globally).
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-- Optional distance fade system to fade distant lights and their shadows, improving performance.
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+- Optional distance fade system to fade distant decals, improving performance.
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- When using the Forward+ backend (default on desktop), decals are
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rendered with clustered forward optimizations to decrease their individual cost.
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Clustered rendering also lifts any limits on the number of decals that can be used on a mesh.
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