Why does the ssrpass have this kind of defect?


the part is really weird
and the code is here

const size = new THREE.Vector2();
    this.renderer.getSize(size);

    let groundReflector = null, selects = null;

      const geometry = new THREE.PlaneGeometry( 1000, 1000 );
      groundReflector = new ReflectorForSSRPass( geometry, {
        clipBias: 0.0003,
        textureWidth: size.x,
        textureHeight: size.y,
        color: 0x888888,
        useDepthTexture: true,
      } );
      groundReflector.material.depthWrite = false;
      groundReflector.rotation.x = - Math.PI / 2;
      groundReflector.visible = false;
      groundReflector.position.y = 0;
      this.scene.add( groundReflector );
      selects = [];
      this.scene.traverse(c => {
        if(c.name.match(/Mainbuilding_LightingStrip/gi)){
          c.children.map(d => {
            if(d && d.type == 'Mesh'){
              selects.push(d)
            }
          })
        }
      })
    
    console.log(selects, groundReflector)
    const ssrPass = new SSRPass({
      renderer: this.renderer,
      scene: this.scene,
      camera: this.camera,
      width: size.width,
      height: size.height,
      groundReflector: groundReflector,
      selects: selects
    });
    this.ssrPass = ssrPass;
    this.setSSROption(option);
    this.composer.addPass(ssrPass);