Assumed surface thickness for hit acceptance, in world units.
Reflections fade to nothing as roughness approaches this value.
Reflection strength multiplier applied during compositing.
Screen-edge fade width, in UV units.
Fresnel exponent — higher concentrates reflections at grazing angles.
Linear ray-march sample count.
Binary-search refinement iterations after a coarse hit.
Max blur radius (pixels) applied to the reflection at maxRoughness. Scales down with roughness — a mirror (roughness 0) gets no blur. Set to 0 to disable the spatial blur entirely.
Temporal accumulation blend — fraction of the freshly-traced reflection mixed into the running history each frame (e.g. 0.1 ≈ 10-frame average). Lower = smoother/more stable but laggier; 1.0 disables accumulation.
Compositing / debug mode.
View-space ray length, in world units.