diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md
index d0255d2c037..c6482cb91f8 100644
--- a/com.unity.render-pipelines.high-definition/CHANGELOG.md
+++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md
@@ -134,6 +134,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed outlines in transitions between post-processed and plain regions in the graphics compositor (case 1278775).
- Fix decal being applied twice with LOD Crossfade.
- Fixed camera stacking for AOVs in the graphics compositor (case 1273223).
+- Added a tooltip to the Micro Shadows parameters (case 1282692).
### Changed
- Preparation pass for RTSSShadows to be supported by render graph.
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/MicroShadowing.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/MicroShadowing.cs
index 43e592e090c..37f4d96de31 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/MicroShadowing.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/MicroShadowing.cs
@@ -11,10 +11,13 @@ public class MicroShadowing : VolumeComponent
///
/// When enabled, HDRP processes Micro Shadows for this Volume.
///
+ [Tooltip("Enables micro shadows for directional lights.")]
public BoolParameter enable = new BoolParameter(false);
+
///
/// Controls the opacity of the micro shadows.
///
+ [Tooltip("Controls the opacity of the micro shadows.")]
public ClampedFloatParameter opacity = new ClampedFloatParameter(1.0f, 0.0f, 1.0f);
MicroShadowing()