This post's goal is to regroup all the information that would help you to clarify all the potential lighting issues that you may be getting with Real-time Ray Tracing in Unity's High Definition Render Pipeline (alias HDRP). This post will focus on Ray Traced Reflections (alias RTR) and Ray Traced Global Illumination (alias RTGI) and how to correctly setup/modify your scene to solve all these issues. Ray Tracing Effects are unfortunately not "magic" and enabling them will not automatically give you a path tracing rendering quality for your whole scene. You need to understand where the lighting is coming from for each category of lighting and make sure that the scene is configured properly to ensure the coherence of the scene's lighting. For each rasterized pixel the lighting comes from (at least, sometimes more) 5 distinct sources: - Directional (global) lights and their shadows. - Direct Local lights (point, spot, area) and their shadows. - Indirect Specular Lighting (SSR/RTR, Planar Reflection, Reflection Probes, Sky Cubemap. - Indirect Diffuse Lighting (SSGI/RTGI, APV, Legacy Probes, Lightmaps and ambient probes). - Fog. These lighting categories need to be clear for you for: Each pixel that is seen directly through the camera. The points that are hit by a given ray in the context of RTR and RTGI. This means that when a ray intersects a surface, the source of each of these lighting should be perfectly defined and coherent with your scene setup. All leaks that you may get in your scene are because the mechanic that generates these lighting doesn't match what you'd want it to.