Performance #
SSR is fundamentally fill-rate bound - cost scales with screen resolution and the number of march steps. Luminance is built to keep that cost reasonable, but it is a full-screen effect; budget for it like any post-process-class feature.
Biggest levers (cheapest first)
Use Backface Depthoff - removes one full opaque geometry pass. Use the constantThicknessinstead where thin-object accuracy isn't critical.- Lower
Max Steps- the single biggest trace-cost dial. Thanks to Hi-Z you can often halve it with little visible change. - Lower
Gap Fill- fewer mip taps in the composite. - Render scale - reducing URP render scale reduces SSR cost proportionally.
Profile it Use the Rendering Debugger and Frame Debugger to see the Luminance passes (Smoothness, HiZ, Backface, SSR, Composite) and their individual cost on your target hardware.