diff --git a/Source/Engine/Graphics/Materials/MaterialInfo.h b/Source/Engine/Graphics/Materials/MaterialInfo.h
index 86fab4548..8e4933150 100644
--- a/Source/Engine/Graphics/Materials/MaterialInfo.h
+++ b/Source/Engine/Graphics/Materials/MaterialInfo.h
@@ -86,7 +86,7 @@ API_ENUM() enum class MaterialBlendMode : byte
API_ENUM() enum class MaterialShadingModel : byte
{
///
- /// The unlit material. Emissive channel is used as an output color. Can perform custom lighting operations or just glow. Won't be affected by the lighting pipeline.
+ /// The unlit material. The emissive channel is used as an output color. Can perform custom lighting operations or just glow. Won't be affected by the lighting pipeline.
///
Unlit = 0,
@@ -96,7 +96,7 @@ API_ENUM() enum class MaterialShadingModel : byte
Lit = 1,
///
- /// The subsurface material. Intended for materials like vax or skin that need light scattering to transport simulation through the object.
+ /// The subsurface material. Intended for materials like wax or skin that need light scattering to transport simulation through the object.
///
Subsurface = 2,
@@ -366,12 +366,12 @@ API_ENUM() enum class MaterialDecalBlendingMode : byte
API_ENUM() enum class MaterialTransparentLightingMode : byte
{
///
- /// Default directional lighting evaluated per-pixel at the material surface. Use it for semi-transparent surfaces - with both diffuse and specular lighting component active.
+ /// Default directional lighting evaluated per-pixel at the material surface. Use it for semi-transparent surfaces - with both diffuse and specular lighting components active.
///
Surface = 0,
///
- /// Non-directional lighting evaluated per-pixel at material surface. Use it for volumetric objects such as smoke, rain or dust - only diffuse lighting term is active (no specular highlights).
+ /// Non-directional lighting evaluated per-pixel at material surface. Use it for volumetric objects such as smoke, rain or dust - only the diffuse lighting term is active (no specular highlights).
///
SurfaceNonDirectional = 1,
};