Material Metallic Reflection Bug

reflections that look like points are from specular component of particle lights. Those show up in right place. other part of reflection that has texture is result of screen space reflections (SSR). SSR traces rays against depth buffer and picks up screen color at ray hit point for reflection. There isn’t any depth rendered for any translucency. This means ray hit point will be opaque geometry behind translucency. This causes stretched shapes like you are seeing, misplacement being greater larger difference between depth of translucency and depth of opaque surface behind it. Overall we’ve seen this artifact to be better than alternative where no translucency is reflected.