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* Disabling Shadows on small scale foliage such as grass, flowers, crops (poppy, wheat etc) and small scatter rocks can help increase performance at little to no visual cost due to the harsh shadows they produce. You can disable Shadows in the Foliage tool (when painting using the Foliage tool) and the Landscape Grass Type assets (when using LGT for procedural placement).
 
* Disabling Shadows on small scale foliage such as grass, flowers, crops (poppy, wheat etc) and small scatter rocks can help increase performance at little to no visual cost due to the harsh shadows they produce. You can disable Shadows in the Foliage tool (when painting using the Foliage tool) and the Landscape Grass Type assets (when using LGT for procedural placement).
 
* Overlapping Decals increase Quad Overdraw, which is something we want to keep to a minimum as it becomes expensive. You can avoid this by spreading Decals out and ensuring they don't overlap too many times if you're using a lot of them to detail an area. Check for Quad Overdraw and overlapping Decals by using the Quad Overdraw View Mode.
 
* Overlapping Decals increase Quad Overdraw, which is something we want to keep to a minimum as it becomes expensive. You can avoid this by spreading Decals out and ensuring they don't overlap too many times if you're using a lot of them to detail an area. Check for Quad Overdraw and overlapping Decals by using the Quad Overdraw View Mode.
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* If you are creating or placing any existing Particles such as smoke, fires and waterfalls make sure they are optimised by checking Shader Complexity and Quad Overdraw. In order to optimise these you could reduce the amount of emitters and the scaling or switching to a simpler method when it comes to the Shader.
 
   
 
==Profiling Maps==
 
==Profiling Maps==
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