diff --git a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs index a664b6e9cf2..f71f55ded90 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAsset/UniversalRenderPipelineAssetUI.Skin.cs @@ -43,13 +43,13 @@ public static class Styles // Main light public static GUIContent mainLightRenderingModeText = EditorGUIUtility.TrTextContent("Main Light", "Main light is the brightest directional light."); - public static GUIContent supportsMainLightShadowsText = EditorGUIUtility.TrTextContent("Cast Shadows", "If enabled the main light can be a shadow casting light."); + public static GUIContent supportsMainLightShadowsText = EditorGUIUtility.TrTextContent("Cast Shadows", "If enabled, the main light can be a shadow casting light."); public static GUIContent mainLightShadowmapResolutionText = EditorGUIUtility.TrTextContent("Shadow Resolution", "Resolution of the main light shadowmap texture. If cascades are enabled, cascades will be packed into an atlas and this setting controls the maximum shadows atlas resolution."); // Additional lights public static GUIContent addditionalLightsRenderingModeText = EditorGUIUtility.TrTextContent("Additional Lights", "Additional lights support."); public static GUIContent perObjectLimit = EditorGUIUtility.TrTextContent("Per Object Limit", "Maximum amount of additional lights. These lights are sorted and culled per-object."); - public static GUIContent supportsAdditionalShadowsText = EditorGUIUtility.TrTextContent("Cast Shadows", "If enabled shadows will be supported for spot lights.\n"); + public static GUIContent supportsAdditionalShadowsText = EditorGUIUtility.TrTextContent("Cast Shadows", "If enabled, shadows will be supported for spot and point lights."); public static GUIContent additionalLightsShadowmapResolution = EditorGUIUtility.TrTextContent("Shadow Atlas Resolution", "All additional lights are packed into a single shadowmap atlas. This setting controls the atlas size."); public static GUIContent additionalLightsShadowResolutionTiers = EditorGUIUtility.TrTextContent("Shadow Resolution Tiers", $"Additional Lights Shadow Resolution Tiers. Rounded to the next power of two, and clamped to be at least {UniversalAdditionalLightData.AdditionalLightsShadowMinimumResolution}."); public static GUIContent[] additionalLightsShadowResolutionTierNames =