diff --git a/com.unity.toonshader/Documentation~/AngelRing.md b/com.unity.toonshader/Documentation~/AngelRing.md
index 01ba8ea34..e5bcacafe 100644
--- a/com.unity.toonshader/Documentation~/AngelRing.md
+++ b/com.unity.toonshader/Documentation~/AngelRing.md
@@ -1,6 +1,6 @@
# Angel Ring Projection Settings
-The Angel Ring effect for UTS expresses shine or luster in hair. This effect always appears in a fixed position as seen from the Camera. Angel Ring requires the 2nd UV in the meshes.
+The Angel Ring effect for UTS expresses shine or luster in hair. This effect always appears in a fixed position as seen from the camera. Angel Ring requires the 2nd UV in the meshes.

@@ -16,16 +16,16 @@ Enable the Angel Ring effect for UTS, which expresses shine or luster in hair.
### Angel Ring
-Angel Ring : Texture(sRGB) × Color(RGB). Default:Black.
-By default, the **Unity Toon Shader** adds the color to the lighting results. Texture alpha channel doesn't affect.
-Please refer to [Alpha Channel as Clipping Mask](#alpha-chennel-as-clipping-mask) when alpha clipping is desirable.
+Angel Ring: Texture(sRGB) × Color(RGB). Default: Black.
+By default, the **Unity Toon Shader** adds the color to the lighting results. The texture alpha channel has no effect.
+Please refer to [Alpha Channel as Clipping Mask](#alpha-channel-as-clipping-mask) when alpha clipping is desirable.

Angel Ring Texture Example
### Offset U
-Adjusts the Angel Ring’s shape in the horizontal direction. The range is from 0.0 to 0.5. The default is 0.
-please refer to the image in [Offset V](#offset-v).
+Adjusts the Angel Ring's shape in the horizontal direction. The range is from 0.0 to 0.5. The default is 0.
+Please refer to the image in [Offset V](#offset-v).
### Offset V
Adjusts the Angel Ring’s shape in the vertical direction. The range is from 0.0 to 1.0. The default is 0.3.
diff --git a/com.unity.toonshader/Documentation~/Basic.md b/com.unity.toonshader/Documentation~/Basic.md
index 87eb3fb39..aee32a68c 100644
--- a/com.unity.toonshader/Documentation~/Basic.md
+++ b/com.unity.toonshader/Documentation~/Basic.md
@@ -1,6 +1,6 @@
# Three Color Map and Control Map Settings
-**Three Color Map and Control Map Settings** provide basic cell shading settings in the **Unity Toon Shader**. These settings allow you to control the rendering of light and shadow areas independent from the actual light color. UTS allows detailed control whether the directional light color effects on materials. Please refer to [Scene Light Effectiveness Settings](SceneLight.md).
+**Three Color Map and Control Map Settings** provide basic cel-shading settings in the **Unity Toon Shader**. These settings allow you to control the rendering of light and shadow areas independently from the actual light color. UTS provides detailed control over whether the directional light color affects materials. Please refer to [Scene Light Effectiveness Settings](SceneLight.md) for more information.
* [Three Basic Color Maps](#Three-basic-color-maps)
* [Base Map](#base-map)
@@ -21,7 +21,7 @@
## Three Basic Color Maps
## Base Map
-Base Color : Texture(sRGB) × Color(RGB). The default color is White. The base color represents the color of the unshaded area of object or character.
+Base Color: Texture(sRGB) × Color(RGB). The default color is white. The base color represents the color of the unshaded areas of objects or characters.
| Base Color Map (Face) | (Hair) | Result |
| ---- | ---- |---- |
@@ -29,11 +29,11 @@ Base Color : Texture(sRGB) × Color(RGB). The default color is White. The base c
### Apply to 1st Shading Map
-Apply **Base Map** to the **1st Shading Map**. When you check **Apply to 1st Shading Map**, the texture map in **1st Shading Map** isn't applied for rendering and the Inspector Window disables its texture UI.
+Apply **Base Map** to the **1st Shading Map**. When you check **Apply to 1st Shading Map**, the texture map in **1st Shading Map** is not applied for rendering and the Inspector window disables its texture UI.
## 1st Shading Map
-The map used for the brighter portions of the shadow. Texture(sRGB) × Color(RGB). The default color is White.
+The map used for the brighter portions of the shadow. Texture(sRGB) × Color(RGB). The default color is white.
| **1st Shading Map** (Face) | (Hair) | Result |
| ---- | ---- | ---- |
@@ -41,11 +41,11 @@ The map used for the brighter portions of the shadow. Texture(sRGB) × Color(RGB
### Apply to 2nd Shading Map
-Apply **Base Map** or the **1st Shading Map** to the **2nd Shading Map**. When you check the **Apply to 2nd Shading Map**, texture map in **2nd Shading Map** isn't applied for rendering and the Inspector Window disables its texture UI.
+Apply **Base Map** or the **1st Shading Map** to the **2nd Shading Map**. When you check **Apply to 2nd Shading Map**, the texture map in **2nd Shading Map** is not applied for rendering and the Inspector window disables its texture UI.
### 2nd Shading Map
-The map used for the darker portions of the shadow. Texture(sRGB) × Color(RGB). The default color is White.
+The map used for the darker portions of the shadow. Texture(sRGB) × Color(RGB). The default color is white.
| **2nd Shading Map** (Face) | (Hair) | Result |
| ---- | ---- | ---- |
@@ -53,13 +53,13 @@ The map used for the darker portions of the shadow. Texture(sRGB) × Color(RGB).
## Shadow Control Maps
-Textures that dictates the fixed shadows of the material.
+Textures that dictate the fixed shadows of the material.
### 1st Shading Position Map
-Specify the position of fixed shadows that falls in 1st shade color areas in UV coordinates. **1st Position Map** : Texture(linear).
+Specifies the position of fixed shadows that fall in 1st shade color areas in UV coordinates. **1st Position Map**: Texture(linear).
### 2nd Shading Position Map
-Specify the position of fixed shadows that falls in 2nd shade color areas in UV coordinates. **2nd Position Map** : Texture(linear).
+Specifies the position of fixed shadows that fall in 2nd shade color areas in UV coordinates. **2nd Position Map**: Texture(linear).
diff --git a/com.unity.toonshader/Documentation~/Emission.md b/com.unity.toonshader/Documentation~/Emission.md
index eb01b5939..479544936 100644
--- a/com.unity.toonshader/Documentation~/Emission.md
+++ b/com.unity.toonshader/Documentation~/Emission.md
@@ -1,6 +1,6 @@
# Emission Settings
-Emission controls the color and intensity of light emitted from the surface. When you use an emissive Material in your Scene, it appears as a visible source of light. The meshes appear to be self-illuminated.
+Emission controls the color and intensity of light emitted from the surface. When you use an emissive material in your scene, it appears as a visible source of light. The meshes appear to be self-illuminated.
[A chibi-style model standing between two red cubes, which light the model with emissive light.](images/EmissiveAnimation.png)
@@ -27,7 +27,7 @@ Primarily used with the Bloom Post Effect and represents luminous objects.

## Emission Map Animation
-When Enabled, the UV and Color of the **Emission Map** animate.
+When enabled, the UV and color of the **Emission Map** animate.
diff --git a/com.unity.toonshader/Documentation~/GettingStarted.md b/com.unity.toonshader/Documentation~/GettingStarted.md
index 7fea69fd6..5bc3f6d57 100644
--- a/com.unity.toonshader/Documentation~/GettingStarted.md
+++ b/com.unity.toonshader/Documentation~/GettingStarted.md
@@ -1,15 +1,15 @@
# Getting started with Unity Toon Shader
-The **Unity Toon Shader**(UTS) provides tons of properties for professional cel-shading, though. In this page, you'll learn what are keys for basic cel-shading step by step.
+The **Unity Toon Shader** (UTS) provides many properties for professional cel-shading. On this page, you'll learn the key concepts for basic cel-shading step by step.
-What you have to do for simple cel-shading are:
+The steps for simple cel-shading are:
* [Make sure at least one directional light is in the scene](#put-a-directional-light-in-the-scene).
-* [Create materials for cel-shading and set appropriate shader path](#creating-a-new-material-and-applying-unity-toon-shader).
+* [Create materials for cel-shading and set the appropriate shader](#creating-a-new-material-and-applying-unity-toon-shader).
* [Set up three basic colors](#setting-up-three-basic-colors).
-* [Determine touch of the character](#adjusting-edge-of-three-basic-color-region).
-* [Set Outline](#set-outline).
+* [Determine the character's visual style](#adjusting-edge-of-three-basic-color-region).
+* [Set up the outline](#set-outline).
-After mastering above you might want to check:
+After mastering the basics, you might want to explore:
* [Advanced techniques](#advanced-techniques).
* [Eliminate outlines around eyes](#eliminating-outlines-around-eyes).
* [Add luster to hair](#adding-luster-to-hair).
@@ -17,28 +17,28 @@ After mastering above you might want to check:
## Put a directional light in the scene
-To make cel-shading work. You need to place at least one [directional light](https://docs.unity3d.com/2022.2/Documentation/Manual/Lighting.html) in the scene.
+To make cel-shading work, you need to place at least one [directional light](https://docs.unity3d.com/2022.2/Documentation/Manual/Lighting.html) in the scene.
## Creating a new material and applying Unity Toon Shader
-Start from [creating a material](https://docs.unity3d.com/2022.2/Documentation/Manual/materials-introduction.html).
+Start by [creating a material](https://docs.unity3d.com/2022.2/Documentation/Manual/materials-introduction.html).

-Selecting the appropriate shader for the material.
+Next, select the appropriate shader for the material.
-Because the **Unity Toon Shader**(UTS) is capable of all the render pipelines, the Built-in Render Pipeline, URP, and HDRP, The shaders you need to choose are just Toon or Toon(Tessellation). They are not under Universal Render Pipeline nor HDRP in menus.
+Because the **Unity Toon Shader** (UTS) is compatible with all render pipelines—the Built-in Render Pipeline, URP, and HDRP—the shaders you need to choose are simply **Toon** or **Toon (Tessellation)**. They are not listed under Universal Render Pipeline or HDRP in the menus.

-You see the directional light isn't affecting like usual shading. This is because UTS controls the response of the lighting according to the artist's intentions. UTS allows detailed control whether the directional light color effects on materials. Please refer to [Scene Light Effectiveness Settings](SceneLight.md). But, while learning this section, setting the light color to **white** is recommendable.
+You'll notice that the directional light doesn't affect the shading like usual. This is because UTS controls the lighting response according to the artist's intentions. UTS provides detailed control over whether the directional light color affects materials. Please refer to [Scene Light Effectiveness Settings](SceneLight.md) for more information. However, while learning this section, it's recommended to set the light color to **white**.
## Setting up three basic colors
-The most basic function of the UTS is to render the mesh in three regions. **Base Map** for regions with no shadows, **1st shading map** for regions with shaded lighter , and **2nd shading map** for regions with shaded darker. [Three Color Map and Control Map Settings](Basic.md) provide the properties to control this fundamental settings. For basic cel-shading, two maps, **Base Map** and **1st Shading Map** work fine.
+The most basic function of UTS is to render the mesh in three regions: **Base Map** for regions with no shadows, **1st Shading Map** for lighter shaded regions, and **2nd Shading Map** for darker shaded regions. [Three Color Map and Control Map Settings](Basic.md) provides the properties to control these fundamental settings. For basic cel-shading, two maps—**Base Map** and **1st Shading Map**—work fine.

-Applying the Base Map and 1st Shading Map to the material. The difference between the two texture is the color tone. In this sample, applied two different textures. But, applying one texture and differ colors to apply is also possible.
+Apply the Base Map and 1st Shading Map to the material. The difference between the two textures is the color tone. In this example, two different textures are applied. However, it's also possible to apply one texture and use different colors.

An example Base Map.
@@ -46,18 +46,18 @@ An example Base Map.

An example 1st Shading Map.
-## Adjusting edge of three basic color region
+## Adjusting the edges of the three basic color regions
-Touch of the image is one of the most important factors that determine the style of the work. [Shading Steps and Feather Settings](ShadingStepAndFeather.md) provides ways to adjust the position of the border between the regions and whether they're clearly separated or blended. First, you should adjust **Base Color Step** to make **1st Shading Map**, darker texture above, displayed.
+The visual style of the image is one of the most important factors that determine the overall look of the work. [Shading Steps and Feather Settings](ShadingStepAndFeather.md) provides ways to adjust the position of the border between regions and whether they're clearly separated or blended. First, you should adjust **Base Color Step** to make the **1st Shading Map** (the darker texture shown above) visible.

-In the above, the boundary of **Base Map** and **1st Shading Map** is cleary separated. Try adjusting **Base Shading Feather** to see how to control the boundary clearness. Sometimes, blended borders are favorable.
+In the image above, the boundary between **Base Map** and **1st Shading Map** is clearly separated. Try adjusting **Base Shading Feather** to see how to control the boundary sharpness. Sometimes, blended borders are more desirable.

-## Set outline
-The Outline is another important factor that determines the animation touch. The color of the border should be close to the background or clearly distinguishable, and its thickness affects the style of the animation. [Outline Settings](Outline.md) provides the properties to control them.
+## Set up the outline
+The outline is another important factor that determines the animation style. The color of the outline should either be close to the background or clearly distinguishable, and its thickness affects the overall style of the animation. [Outline Settings](Outline.md) provides the properties to control these aspects.