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;