@bcv - That's to be expected, masking is powerful, but it's not cheap, doubly so on skinned meshes. On PC you can get away with a lot fairly comfortably, but on mobile it will hit you. If you know you only want your projections on a few surfaces, ie. floors, walls etc. you could mask them instead, and tell your decals to only draw on them. You could also try thinning the projection bounds of your decals so that masking isn't required. I might be able to get the cost of skinned meshes down by drawing the renderer directly, as long as your using version 5.5 or above (causes crash in 5.4). The system will require 5.5 for GPU instancing regardless. I'll see what I can do when I get back from work. Send me an email (support@LlockhamIndustries.com), I'll give you a copy to play with . Eventually I'm going to try and incorporate an optional version of masking that's built on shader replacement and dummy materials, which will scale better, allowing masks to be batched etc. but that will be post 2.0.