Tracing Mode
Tracing launches new WSGI rays at the hit points of Unity's reflection rays, essentially turning the process into a form of path tracing. It is computationally expensive but provides the most accurate results. Its performance impact depends on the resolution of ray-traced reflections.
Drawback
This method does not include denoising. Because it operates within Unity's native reflections, HTrace has no control over the final image and cannot denoise it. Use Unity's Reflection Denoiser, TAA, DLSS, or another spatio-temporal antialiasing or upscaling solution to achieve smooth results.
No Denoising

Reflection Denoiser

DLSS

TAA

Ray Bias
Offsets the ray origin to prevent self-intersections with voxels. Use the minimum value that eliminates artifacts.
Insufficient Ray Bias

Adequate Ray Bias

Max Ray Length
Defines the maximum tracing distance for WSGI rays. Lower values can improve performance. Setting this value to 0 enables automatic calculation based on the voxelization bounds.