I don't feel comfortable doing that since the Unity version isn't finished. Candela is currently faster for a similar reflection quality level, but it's apples to oranges at the moment as the Unity version doesn't have the issue I highlighted, it's not finished and it's operating a bit differently as I'll mention below. While the Candela one might look prettier, I'm not sure it's as accurate as the Unity one in this case. To be fair to Candela though, the Unity implementation is built for 5.2+ which has a separate reflection buffer and it can utilise that to better work the reflections into the pipeline and also properly mix them with the reflection probes. There's no reason Candela can't do this for 5.2 onwards as well so the disparity could go away. I think the Candela SSRR results can be pretty great which is why I'm interested in these issues being fixed. Like someone mentioned previously, there's often higher quality post processing effects on the Asset Store than what Unity includes and this could potentially be true for this as well. There's a while to fix any issues before Unity's version arrives. I do think supporting proper mixing with Unity's reflection probes is important though for this in 5.2 onwards (pretty simple to do with HDR buffers: result colour = candela result + Unity's _CameraReflectionsTexture * (SSRR occlusion/intensity) and subtract the original _CameraReflectionsTexture value). I know there's supposedly some separate probe package coming, but it should be fairly trivial to support Unity's probes too.