Quick answer: Volume → SSR override → Ray Steps 32+, enable Denoiser. Set Minimum Smoothness 0.85 to skip rough surfaces.
Mirror in scene shows reflections, but covered in fizzy temporal noise. Default SSR ray budget can’t resolve clean specular without denoiser help.
The Fix
Volume override: Screen Space Reflection
Enable: true
Tracing: Ray Marching
Quality: High
Max Ray Steps: 64
Minimum Smoothness: 0.85
Smoothness Fade Start: 0.7
Denoise: true
Denoiser Radius: 0.6
Min Smoothness skips rough surfaces (cuts noise floor); Denoiser temporally accumulates samples to clean what remains.
Verifying
Play. Mirror surface clean. Rough metal still uses probe-based reflections, no longer flickers. GPU time per SSR pass shows in HDRP Profiler.
“More rays, denoiser, smoothness floor. Reflections clean.”
Related Issues
For volumetric fog, see volumetric fog. For URP decal on skinned, see URP decal.
More rays. Denoise. Smooth threshold.