diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs
index 7acdd1647a1..a905eee72e0 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs
@@ -61,8 +61,7 @@ public class Fog : VolumeComponent
[Tooltip("Controls the distribution of slices along the Camera's focal axis. 0 is exponential distribution and 1 is linear distribution.")]
public ClampedFloatParameter sliceDistributionUniformity = new ClampedFloatParameter(0.75f, 0, 1);
/// Resolution of the volumetric buffer (3D texture) along the X and Y axes relative to the resolution of the frame buffer.
- [Tooltip("Resolution of the volumetric buffer (3D texture) along the X and Y axes relative to the resolution of the frame buffer. " +
- "Setting it to 12.5% (1/8) means the number of voxels per slice is 1/8^2 = 1/64 = 1.5625% of the resolution of the frame buffer.")]
+ [Tooltip("Resolution of the volumetric buffer, along the x-axis and y-axis, relative to the resolution of the frame buffer.")]
public ClampedFloatParameter screenResolutionPercentage = new ClampedFloatParameter((1.0f/8.0f) * 100, (1.0f/16.0f) * 100, 100);
/// Number of slices of the volumetric buffer (3D texture) along the camera's focal axis.
[Tooltip("Number of slices of the volumetric buffer (3D texture) along the camera's focal axis.")]