@LIVENDA I have some questions to help me improve Alloy integration with Candela: 1.) When you use Unity's G-Buffer, are you using the AO channel to occlude the SSRR contribution? 2.) If yes, are you modifying the AO in any way before using it, or are you using it as is? I ask because I am looking at a modification to our shaders to make them cheaper and to automatically apply our specular occlusion term to any shaders that read from the gbuffer. So it would automatically work with Candela without any modifications.