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Updated ray tracing settings and added it to the table of contents (#4279)
* Updated ray tracing settings and added it to the toc * Removed hyphens from rtss toc entry
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com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Settings.md

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@@ -15,3 +15,4 @@ In the High Definition Render Pipeline (HDRP), various ray-traced effects share
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| **Extend Shadow Culling** | Extends the sets of GameObjects that HDRP includes in shadow maps for more accurate shadows in ray traced effects. |
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| **Extend Camera Culling** | Extends the sets of GameObjects that HDRP includes in the rendering. This is a way to force skinned mesh animations for GameObjects that are not in the frustum. |
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| **Directional Shadow Ray Length** | Controls the maximal ray length for ray traced directional shadows. |
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| **Directional Shadow Fallback Intensity** | The shadow intensity value HDRP applies to a point when there is a [Directional Light](Light-Component.md) in the Scene and the point is outside the Light's shadow cascade coverage. This property helps to remove light leaking in certain environments, such as an interior room with a Directional Light outside. |

com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md

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* [Ray-Traced Global Illumination](Ray-Traced-Global-Illumination.md)
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* [Ray-Traced Reflections](Ray-Traced-Reflections.md)
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* [Ray-Traced Shadows](Ray-Traced-Shadows.md)
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* [Ray-Traced-Subsurface-Scattering](Ray-Traced-Subsurface-Scattering.md)
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* [Ray-Traced Subsurface Scattering](Ray-Traced-Subsurface-Scattering.md)
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* [Ray Tracing Settings](Ray-Tracing-Settings.md)
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* [Light Cluster](Ray-Tracing-Light-Cluster.md)
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* [Path Tracing](Ray-Tracing-Path-Tracing.md)
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* [Recursive Rendering](Ray-Tracing-Recursive-Rendering.md)

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