diff --git a/Source/Engine/Graphics/Enums.h b/Source/Engine/Graphics/Enums.h
index 4d1422f96..bbf9c0de8 100644
--- a/Source/Engine/Graphics/Enums.h
+++ b/Source/Engine/Graphics/Enums.h
@@ -591,37 +591,37 @@ API_ENUM() enum class Quality : byte
API_ENUM() enum class MaterialPostFxLocation : byte
{
///
- /// The 'after' post processing pass using LDR input frame.
+ /// Render the material after the post processing pass using *LDR* input frame.
///
AfterPostProcessingPass = 0,
///
- /// The 'before' post processing pass using HDR input frame.
+ /// Render the material before the post processing pass using *HDR* input frame.
///
BeforePostProcessingPass = 1,
///
- /// The 'before' forward pass but after GBuffer with HDR input frame.
+ /// Render the material before the forward pass but after *GBuffer* with *HDR* input frame.
///
BeforeForwardPass = 2,
///
- /// The 'after' custom post effects.
+ /// Render the material after custom post effects (scripted).
///
AfterCustomPostEffects = 3,
///
- /// The 'before' Reflections pass. After the Light pass. Can be used to implement a custom light types that accumulate lighting to the light buffer.
+ /// Render the material before the reflections pass but after the lighting pass using *HDR* input frame. It can be used to implement a custom light types that accumulate lighting to the light buffer.
///
BeforeReflectionsPass = 4,
///
- /// The 'after' AA filter pass. Rendering is done to the output backbuffer.
+ /// Render the material after anti-aliasing into the output backbuffer.
///
AfterAntiAliasingPass = 5,
///
- /// The 'after' forward pass but before any post processing.
+ /// Render the material after the forward pass but before any post processing.
///
AfterForwardPass = 6,
diff --git a/Source/Engine/Graphics/PostProcessSettings.h b/Source/Engine/Graphics/PostProcessSettings.h
index d2ace6cea..1d695f353 100644
--- a/Source/Engine/Graphics/PostProcessSettings.h
+++ b/Source/Engine/Graphics/PostProcessSettings.h
@@ -447,13 +447,13 @@ API_STRUCT() struct FLAXENGINE_API BloomSettings : ISerializable
bool Enabled = true;
///
- /// Bloom effect strength. Value 0 disabled is, while higher values increase the effect.
+ /// Bloom effect strength. Set a value of 0 to disabled it, while higher values increase the effect.
///
API_FIELD(Attributes="Limit(0, 20.0f, 0.01f), EditorOrder(1), PostProcessSetting((int)BloomSettingsOverride.Intensity)")
float Intensity = 1.0f;
///
- /// Minimum pixel brightness value to start blowing. Values below the threshold are skipped.
+ /// Minimum pixel brightness value to start blooming. Values below this threshold are skipped.
///
API_FIELD(Attributes="Limit(0, 15.0f, 0.01f), EditorOrder(2), PostProcessSetting((int)BloomSettingsOverride.Threshold)")
float Threshold = 3.0f;
@@ -987,13 +987,13 @@ API_STRUCT() struct FLAXENGINE_API EyeAdaptationSettings : ISerializable
float MaxBrightness = 2.0f;
///
- /// The lower bound for the luminance histogram of the scene color. Value is in percent and limits the pixels below this brightness. Use values from range 60-80. Used only in AutomaticHistogram mode.
+ /// The lower bound for the luminance histogram of the scene color. This value is in percent and limits the pixels below this brightness. Use values in the range of 60-80. Used only in AutomaticHistogram mode.
///
API_FIELD(Attributes="Limit(1, 99, 0.001f), EditorOrder(3), PostProcessSetting((int)EyeAdaptationSettingsOverride.HistogramLowPercent)")
float HistogramLowPercent = 70.0f;
///
- /// The upper bound for the luminance histogram of the scene color. Value is in percent and limits the pixels above this brightness. Use values from range 80-95. Used only in AutomaticHistogram mode.
+ /// The upper bound for the luminance histogram of the scene color. This value is in percent and limits the pixels above this brightness. Use values in the range of 80-95. Used only in AutomaticHistogram mode.
///
API_FIELD(Attributes="Limit(1, 99, 0.001f), EditorOrder(3), PostProcessSetting((int)EyeAdaptationSettingsOverride.HistogramHighPercent)")
float HistogramHighPercent = 98.0f;
@@ -1091,13 +1091,13 @@ API_STRUCT() struct FLAXENGINE_API CameraArtifactsSettings : ISerializable
Float3 VignetteColor = Float3(0, 0, 0.001f);
///
- /// Controls shape of the vignette. Values near 0 produce rectangle shape. Higher values result in round shape. The default value is 0.125.
+ /// Controls the shape of the vignette. Values near 0 produce a rectangular shape. Higher values result in a rounder shape. The default value is 0.125.
///
API_FIELD(Attributes="Limit(0.0001f, 2.0f, 0.001f), EditorOrder(2), PostProcessSetting((int)CameraArtifactsSettingsOverride.VignetteShapeFactor)")
float VignetteShapeFactor = 0.125f;
///
- /// Intensity of the grain filter. Value 0 hides it. The default value is 0.005.
+ /// Intensity of the grain filter. A value of 0 hides it. The default value is 0.005.
///
API_FIELD(Attributes="Limit(0.0f, 2.0f, 0.005f), EditorOrder(3), PostProcessSetting((int)CameraArtifactsSettingsOverride.GrainAmount)")
float GrainAmount = 0.006f;
@@ -1109,19 +1109,19 @@ API_STRUCT() struct FLAXENGINE_API CameraArtifactsSettings : ISerializable
float GrainParticleSize = 1.6f;
///
- /// Speed of the grain particles animation.
+ /// Speed of the grain particle animation.
///
API_FIELD(Attributes="Limit(0.0f, 10.0f, 0.01f), EditorOrder(5), PostProcessSetting((int)CameraArtifactsSettingsOverride.GrainSpeed)")
float GrainSpeed = 1.0f;
///
- /// Controls chromatic aberration effect strength. Value 0 hides it.
+ /// Controls the chromatic aberration effect strength. A value of 0 hides it.
///
API_FIELD(Attributes="Limit(0.0f, 1.0f, 0.01f), EditorOrder(6), PostProcessSetting((int)CameraArtifactsSettingsOverride.ChromaticDistortion)")
float ChromaticDistortion = 0.0f;
///
- /// Screen tint color (alpha channel defines the blending factor).
+ /// Screen tint color (the alpha channel defines the blending factor).
///
API_FIELD(Attributes="DefaultValue(typeof(Color), \"0,0,0,0\"), EditorOrder(7), PostProcessSetting((int)CameraArtifactsSettingsOverride.ScreenFadeColor)")
Color ScreenFadeColor = Color::Transparent;
@@ -1227,7 +1227,7 @@ API_STRUCT() struct FLAXENGINE_API LensFlaresSettings : ISerializable
LensFlaresSettingsOverride OverrideFlags = Override::None;
///
- /// Strength of the effect. Value 0 disabled it.
+ /// Strength of the effect. A value of 0 disables it.
///
API_FIELD(Attributes="Limit(0, 10.0f, 0.01f), EditorOrder(0), PostProcessSetting((int)LensFlaresSettingsOverride.Intensity)")
float Intensity = 1.0f;
@@ -1281,7 +1281,7 @@ API_STRUCT() struct FLAXENGINE_API LensFlaresSettings : ISerializable
SoftAssetReference LensDirt;
///
- /// Fullscreen lens dirt intensity parameter. Allows to tune dirt visibility.
+ /// Fullscreen lens dirt intensity parameter. Allows tuning dirt visibility.
///
API_FIELD(Attributes="Limit(0, 100, 0.01f), EditorOrder(9), PostProcessSetting((int)LensFlaresSettingsOverride.LensDirtIntensity)")
float LensDirtIntensity = 1.0f;
@@ -1419,13 +1419,13 @@ API_STRUCT() struct FLAXENGINE_API DepthOfFieldSettings : ISerializable
DepthOfFieldSettingsOverride OverrideFlags = Override::None;
///
- /// If checked, depth of field effect will be visible.
+ /// If checked, the depth of field effect will be visible.
///
API_FIELD(Attributes="EditorOrder(0), PostProcessSetting((int)DepthOfFieldSettingsOverride.Enabled)")
bool Enabled = false;
///
- /// The blur intensity in the out-of-focus areas. Allows reducing blur amount by scaling down the Gaussian Blur radius. Normalized to range 0-1.
+ /// The blur intensity in the out-of-focus areas. Allows reducing the blur amount by scaling down the Gaussian Blur radius. Normalized to range 0-1.
///
API_FIELD(Attributes="Limit(0, 1, 0.01f), EditorOrder(1), PostProcessSetting((int)DepthOfFieldSettingsOverride.BlurStrength)")
float BlurStrength = 1.0f;
@@ -1479,7 +1479,7 @@ API_STRUCT() struct FLAXENGINE_API DepthOfFieldSettings : ISerializable
float BokehBrightness = 1.0f;
///
- /// Defines bokeh shapes type.
+ /// Defines the type of the bokeh shapes.
///
API_FIELD(Attributes="EditorOrder(10), PostProcessSetting((int)DepthOfFieldSettingsOverride.BokehShape)")
BokehShapeType BokehShape = BokehShapeType::Octagon;
@@ -1491,19 +1491,19 @@ API_STRUCT() struct FLAXENGINE_API DepthOfFieldSettings : ISerializable
SoftAssetReference BokehShapeCustom;
///
- /// The minimum pixel brightness to create bokeh. Pixels with lower brightness will be skipped.
+ /// The minimum pixel brightness to create the bokeh. Pixels with lower brightness will be skipped.
///
API_FIELD(Attributes="Limit(0, 10000.0f, 0.01f), EditorOrder(12), PostProcessSetting((int)DepthOfFieldSettingsOverride.BokehBrightnessThreshold)")
float BokehBrightnessThreshold = 3.0f;
///
- /// Depth of Field bokeh shapes blur threshold.
+ /// Depth of Field bokeh shape blur threshold.
///
API_FIELD(Attributes="Limit(0, 1.0f, 0.001f), EditorOrder(13), PostProcessSetting((int)DepthOfFieldSettingsOverride.BokehBlurThreshold)")
float BokehBlurThreshold = 0.05f;
///
- /// Controls bokeh shapes brightness falloff. Higher values reduce bokeh visibility.
+ /// Controls bokeh shape brightness falloff. Higher values reduce bokeh visibility.
///
API_FIELD(Attributes="Limit(0, 2.0f, 0.001f), EditorOrder(14), PostProcessSetting((int)DepthOfFieldSettingsOverride.BokehFalloff)")
float BokehFalloff = 0.5f;
@@ -1575,25 +1575,25 @@ API_STRUCT() struct FLAXENGINE_API MotionBlurSettings : ISerializable
MotionBlurSettingsOverride OverrideFlags = Override::None;
///
- /// If checked, motion blur effect will be rendered.
+ /// If checked, the motion blur effect will be rendered.
///
API_FIELD(Attributes="EditorOrder(0), PostProcessSetting((int)MotionBlurSettingsOverride.Enabled)")
bool Enabled = true;
///
- /// The blur effect strength. Value 0 disabled is, while higher values increase the effect.
+ /// The blur effect strength. A value of 0 disables it, while higher values increase the effect.
///
API_FIELD(Attributes="Limit(0, 5, 0.01f), EditorOrder(1), PostProcessSetting((int)MotionBlurSettingsOverride.Scale)")
float Scale = 1.0f;
///
- /// The amount of sample points used during motion blur rendering. It affects quality and performance.
+ /// The amount of sample points used during motion blur rendering. It affects blur quality and performance.
///
API_FIELD(Attributes="Limit(4, 32, 0.1f), EditorOrder(2), PostProcessSetting((int)MotionBlurSettingsOverride.SampleCount)")
int32 SampleCount = 10;
///
- /// The motion vectors texture resolution. Motion blur uses per-pixel motion vectors buffer that contains objects movement information. Use lower resolution to improve performance.
+ /// The motion vectors texture resolution. Motion blur uses a per-pixel motion vector buffer that contains an objects movement information. Use a lower resolution to improve performance.
///
API_FIELD(Attributes="EditorOrder(3), PostProcessSetting((int)MotionBlurSettingsOverride.MotionVectorsResolution)")
ResolutionMode MotionVectorsResolution = ResolutionMode::Half;
@@ -1898,13 +1898,13 @@ API_STRUCT() struct FLAXENGINE_API AntiAliasingSettings : ISerializable
float TAA_Sharpness = 0.0f;
///
- /// The blend coefficient for stationary fragments. Controls the percentage of history sample blended into final color for fragments with minimal active motion.
+ /// The blend coefficient for stationary fragments. Controls the percentage of history samples blended into the final color for fragments with minimal active motion.
///
API_FIELD(Attributes="Limit(0, 0.99f, 0.001f), EditorOrder(3), PostProcessSetting((int)AntiAliasingSettingsOverride.TAA_StationaryBlending), EditorDisplay(null, \"TAA Stationary Blending\")")
float TAA_StationaryBlending = 0.95f;
///
- /// The blending coefficient for moving fragments. Controls the percentage of history sample blended into the final color for fragments with significant active motion.
+ /// The blending coefficient for moving fragments. Controls the percentage of history samples blended into the final color for fragments with significant active motion.
///
API_FIELD(Attributes="Limit(0, 0.99f, 0.001f), EditorOrder(4), PostProcessSetting((int)AntiAliasingSettingsOverride.TAA_MotionBlending), EditorDisplay(null, \"TAA Motion Blending\")")
float TAA_MotionBlending = 0.7f;
diff --git a/Source/Engine/Level/Actors/ExponentialHeightFog.h b/Source/Engine/Level/Actors/ExponentialHeightFog.h
index b0e5751d9..7b400fe4e 100644
--- a/Source/Engine/Level/Actors/ExponentialHeightFog.h
+++ b/Source/Engine/Level/Actors/ExponentialHeightFog.h
@@ -29,7 +29,7 @@ public:
float FogDensity = 0.02f;
///
- /// The fog height density factor that controls how the density increases as height decreases. The smaller values produce more visible transition larger.
+ /// The fog height density factor that controls how the density increases as height decreases. Smaller values produce a more visible transition layer.
///
API_FIELD(Attributes="EditorOrder(20), DefaultValue(0.2f), Limit(0.0001f, 10.0f, 0.001f), EditorDisplay(\"Exponential Height Fog\")")
float FogHeightFalloff = 0.2f;
@@ -55,7 +55,7 @@ public:
float StartDistance = 0.0f;
///
- /// Scene elements past this distance will not have fog applied. This is useful for excluding skyboxes which already have fog baked in.
+ /// Scene elements past this distance will not have fog applied. This is useful for excluding skyboxes which already have fog baked in. Setting this value to 0 disables it.
///
API_FIELD(Attributes="EditorOrder(60), DefaultValue(0.0f), Limit(0), EditorDisplay(\"Exponential Height Fog\")")
float FogCutoffDistance = 0.0f;
@@ -111,7 +111,7 @@ public:
Color VolumetricFogAlbedo = Color::White;
///
- /// Light emitted by height fog. This is a density so more light is emitted the further you are looking through the fog.
+ /// Light emitted by height fog. This is a density value so more light is emitted the further you are looking through the fog.
/// In most cases using a Skylight is a better choice, however, it may be useful in certain scenarios.
///
API_FIELD(Attributes="EditorOrder(330), DefaultValue(typeof(Color), \"0,0,0,1\"), EditorDisplay(\"Volumetric Fog\", \"Emissive\")")