diff --git a/Source/Engine/Level/Actors/DirectionalLight.h b/Source/Engine/Level/Actors/DirectionalLight.h
index 3f57e74bb..d5f31324a 100644
--- a/Source/Engine/Level/Actors/DirectionalLight.h
+++ b/Source/Engine/Level/Actors/DirectionalLight.h
@@ -13,7 +13,7 @@ class FLAXENGINE_API DirectionalLight : public LightWithShadow
DECLARE_SCENE_OBJECT(DirectionalLight);
public:
///
- /// The number of cascades used for slicing the range of depth covered by the light. Values are 1, 2 or 4 cascades; a typical scene uses 4 cascades.
+ /// The number of cascades used for slicing the range of depth covered by the light during shadow rendering. Values are 1, 2 or 4 cascades; a typical scene uses 4 cascades.
///
API_FIELD(Attributes="EditorOrder(65), DefaultValue(4), Limit(1, 4), EditorDisplay(\"Shadow\")")
int32 CascadeCount = 4;
diff --git a/Source/Engine/Level/Actors/Light.h b/Source/Engine/Level/Actors/Light.h
index 86ca59ef5..efb137b60 100644
--- a/Source/Engine/Level/Actors/Light.h
+++ b/Source/Engine/Level/Actors/Light.h
@@ -29,7 +29,7 @@ public:
float Brightness = 3.14f;
///
- /// Controls light visibility range. The distance at which the light be completely faded. Use value 0 to always draw light.
+ /// Controls light visibility range. The distance at which the light becomes completely faded. Use a value of 0 to always draw light.
///
API_FIELD(Attributes="EditorOrder(35), Limit(0, float.MaxValue, 10.0f), EditorDisplay(\"Light\")")
float ViewDistance = 0.0f;
@@ -87,19 +87,19 @@ public:
float MinRoughness = 0.04f;
///
- /// The light shadows casting distance from view.
+ /// Shadows casting distance from view.
///
API_FIELD(Attributes="EditorOrder(80), EditorDisplay(\"Shadow\", \"Distance\"), Limit(0, 1000000)")
float ShadowsDistance = 5000.0f;
///
- /// The light shadows fade off distance
+ /// Shadows fade off distance.
///
API_FIELD(Attributes="EditorOrder(90), EditorDisplay(\"Shadow\", \"Fade Distance\"), Limit(0.0f, 10000.0f, 0.1f)")
float ShadowsFadeDistance = 500.0f;
///
- /// The light shadows edges sharpness
+ /// TheShadows edges sharpness.
///
API_FIELD(Attributes="EditorOrder(70), EditorDisplay(\"Shadow\", \"Sharpness\"), Limit(1.0f, 10.0f, 0.001f)")
float ShadowsSharpness = 1.0f;
@@ -129,7 +129,7 @@ public:
float ContactShadowsLength = 0.0f;
///
- /// Shadows casting mode by this visual element
+ /// Describes how a visual element casts shadows.
///
API_FIELD(Attributes="EditorOrder(60), EditorDisplay(\"Shadow\", \"Mode\")")
ShadowsCastingMode ShadowsMode = ShadowsCastingMode::All;
diff --git a/Source/Engine/Renderer/Lightmaps.h b/Source/Engine/Renderer/Lightmaps.h
index ee3a8ab39..ee4b56495 100644
--- a/Source/Engine/Renderer/Lightmaps.h
+++ b/Source/Engine/Renderer/Lightmaps.h
@@ -108,19 +108,19 @@ DECLARE_SCRIPTING_TYPE_MINIMAL(LightmapSettings);
};
///
- /// Controls how much all lights will contribute indirect lighting.
+ /// Controls how much all lights will contribute to indirect lighting.
///
API_FIELD(Attributes="EditorOrder(0), Limit(0, 100.0f, 0.1f)")
float IndirectLightingIntensity = 1.0f;
///
- /// Global scale for objects in lightmap to increase quality
+ /// Global scale for objects in the lightmap to increase quality
///
API_FIELD(Attributes="EditorOrder(10), Limit(0, 100.0f, 0.1f)")
float GlobalObjectsScale = 1.0f;
///
- /// Amount of pixels space between charts in lightmap atlas
+ /// Amount of pixel space between charts in lightmap atlas
///
API_FIELD(Attributes="EditorOrder(20), Limit(0, 16, 0.1f)")
int32 ChartsPadding = 3;