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.