diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md
index 50c16b1e506..6c5b88af461 100644
--- a/com.unity.render-pipelines.high-definition/CHANGELOG.md
+++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md
@@ -700,6 +700,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Force to rebake probe with missing baked texture. (1253367)
- Fix supported Mac platform detection to handle new major version (11.0) properly
- Fixed typo in the Render Pipeline Wizard under HDRP+VR
+- Change transparent SSR name in frame settings to avoid clipping.
### Changed
- Improve MIP selection for decals on Transparents
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md b/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md
index 8037715e3ac..75511e6e451 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md
@@ -76,6 +76,7 @@ These settings control lighting features for your rendering components. Here you
| **Screen Space Shadows** | [DXR only] Enable the checkbox to allow [Lights](Light-Component.html) to render shadow maps into screen space buffers to reduce lighting Shader complexity. This technique increases processing speed but also increases the memory footprint. |
| **Shadowmask** | Enable the checkbox to make HDRP support the [Shadowmasks lighting mode](Lighting-Mode-Shadowmask.html). |
| **Screen Space Refection** | Enable the checkbox to make HDRP process Screen Space Reflections (SSR). This allows HDRP to calculate SSR for this Camera/Reflection Probe. |
+| - **On Transparent** | Enable the checkbox to make HDRP process Screen Space Reflections (SSR) on transparent objects. |
| **Screen Space Ambient Occlusion** | Enable the checkbox to make HDRP process Screen Space Ambient Occlusion (SSAO). This allows HDRP to calculate SSAO for this Camera/Reflection Probe. |
| **Subsurface Scattering** | Enable the checkbox to make HDRP process subsurface scattering. Enabling this feature causes HDRP to simulate how light penetrates surfaces of translucent GameObjects, scatters inside them, and exits from different locations. |
| **Transmission** | Enable the checkbox to make HDRP process the transmission effect. This allows subsurface scattering Materials to use transmission, for example, light transmits through a leaf with a subsurface scattering Material. |
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs
index eb165f6c380..f77872a1998 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs
@@ -242,7 +242,7 @@ public enum FrameSettingsField
[FrameSettingsField(1, displayedName: "Screen Space Reflection", tooltip: "When enabled, Cameras using these Frame Settings calculate Screen Space Reflections (Depends on \"Screen Space Reflection\" in current HDRP Asset).")]
SSR = 23,
/// When enabled, Cameras using these Frame Settings calculate Transparent Screen Space Reflections.
- [FrameSettingsField(1, displayedName: "Transparent Screen Space Reflection", customOrderInGroup: 25, positiveDependencies: new[] { SSR }, tooltip: "When enabled, Cameras using these Frame Settings calculate Screen Space Reflections on transparent objects.")]
+ [FrameSettingsField(1, displayedName: "On Transparent", customOrderInGroup: 25, positiveDependencies: new[] { SSR }, tooltip: "When enabled, Cameras using these Frame Settings calculate Screen Space Reflections on transparent objects.")]
TransparentSSR = 94,
/// When enabled, Cameras using these Frame Settings calculate Screen Space Ambient Occlusion.
[FrameSettingsField(1, displayedName: "Screen Space Ambient Occlusion", tooltip: "When enabled, Cameras using these Frame Settings calculate Screen Space Ambient Occlusion (Depends on \"Screen Space Ambient Occlusion\" in current HDRP Asset).")]