# Enable Rendering Layers for Decals in URP

> Enable and use Rendering Layers for Decals, and check an example.

To enable Rendering Layers for decals in your project:

1. In the **Project** window, select a Renderer asset with a [Decal Renderer Feature](/engine/6000.6/manual/visual-effects/decals/renderer-feature-decal/decal.md).

2. In the Decal Renderer Feature, enable **Use Rendering Layers**.

When you enable Rendering Layers for Decals, Unity shows the **Rendering Layers** property on each Decal Projector.

## Example

This section describes how to configure the following application example:

* The scene contains a Decal Projector.

* The Decal Projector projects a decal on the wall and the ground, but not on the paint bucket.

The following illustration shows the example:


**In image 1, the paint bucket has the Receive decals layer selected. In image 2 it does not, so the Decal Projector does not project on the bucket.:**
![](/api/media?file=/engine/6000.6/media/images/rendering-layers-decal-example.png)

*In image `1`, the paint bucket has the `Receive decals` layer selected. In image `2` it does not, so the Decal Projector does not project on the bucket.*

To implement the example:

1. Enable Rendering Layers for Decals in your project, as described above.

2. [Create a Decal Projector](/engine/6000.6/manual/visual-effects/decals/renderer-feature-decal/create.md) in the scene.

3. Go to Editor > **Tags and Layers**. Add a Rendering Layer called `Receive decals`.

4. Select the Decal Projector. In the Rendering Layers property, select `Receive decals`.

5. Select the paint bucket GameObject. In the Rendering Layer Mask field, clear the `Receive decals` layer. Now the Decal Projector does not affect this GameObject.

## Additional resources

* [`RenderingLayerMask` API](/engine/6000.6/script-reference/unityengine/renderinglayermask.md)
