diff --git a/docs/rendering/scene-lighting.md b/docs/rendering/scene-lighting.md index 6929249..f655cd7 100644 --- a/docs/rendering/scene-lighting.md +++ b/docs/rendering/scene-lighting.md @@ -147,7 +147,7 @@ This quantization step is the cause of [color banding](https://en.wikipedia.org/ Lightmap textures affect only the terrain ([ground mesh](/rendering/ground-mesh)) directly. Scene decorations may be lit separately (see [Object Lighting](#object-lighting)). -Said alpha channel encodes the [ambient occlusion](https://en.wikipedia.org/wiki/Ambient_occlusion) percentage, while the RGB channel encodes the light contribution of the [dynamic light sources](#dynamic-lights) that were used to bake the lightmap texture. Colors lose even more precision due to the alpha channel: +The alpha channel encodes an [ambient occlusion](https://en.wikipedia.org/wiki/Ambient_occlusion) percentage, while the RGB channel encodes the light contribution of the [dynamic light sources](#dynamic-lights) that were used to bake the lightmap texture. Colors lose even more precision due to the alpha channel: ![posterized-lightmaps-closeup.png](posterized-lightmaps-closeup.png) @@ -157,7 +157,7 @@ Each lightmap texture slices include a buffer area (1 pixel wide) that's designe ## Vertex Fogging Stage -Adds a basic color grading effect to any scene that uses the effect - if there's no fog this is effectively a NOOP. +Applies a basic color grading effect to any scene that's configured to use fog. If there's no fog, this is effectively a NOOP. ### Fog Parameters