Hi, thank you for replying in Chinese. After thorough testing, I found that r.Lumen.HardwareRayTracing.SurfaceCacheAlphaMasking 1 has a barely noticeable effect, while r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal 0 is too strong. Sometimes, artists just need a “Surface Cache Shadow Transparency” parameter—ideally, both per-object and global settings—where the per-object setting takes precedence over the global one. This would allow adjusting overly dark masked objects to achieve the 50% A + 50% B effect shown in my screenshot. Would this kind of workaround be considered?