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Screen Space Reflection

New in v1.1.0. v1.0.0 had Planar Reflection only.

Reflections on any surface — raised platforms, slopes, walls — with no reflection plane to set up. Each pixel traces its reflection through the frame already on screen. It is the default Reflection Type when you turn Reflection on.

Showcase Screen Space Reflection


Choosing a Reflection Type

Each material uses one method :

  Screen Space Planar
Surfaces Any Flat floors only
Off-screen objects Not reflected Reflected
Cost One pass, no second render Renders the scene twice
Water — Yes

Start with Screen Space. Switch to Planar for large flat floors where reflections vanishing at the screen edge would be noticed.


Setup

Setup_SSR

  1. Material — turn on Reflection in the Features grid. Reflection Type starts on Screen Space Reflection
  2. URP Renderer — needs ZLZ Env Screen Space Reflection. The Dashboard installs it for you
  3. Scene — add a baked Reflection Probe over the reflective area

Always pair it with a Reflection Probe. SSR can only reflect what is on screen. Everything else — the screen edges and the area behind characters — shows the probe instead. Without one, those gaps show the Skybox.


Parameters — Material

Material_Reflection

  • Intensity (default 1) — strength of the reflection
  • Smoothness — shared with Specular. High = sharp, low = blurry, 0 = no reflection
  • Fresnel Power (default 5) — lower = visible from more angles, higher = grazing angles only
  • Reflection Type — Screen Space or Planar

Debug Mode

  • Default — final result
  • Fresnel Mask — how much reflection each pixel gets
  • Screen Space Trace — white = hit, red = hidden behind an object, blue = off screen, green = facing the camera
  • Screen Space Only — the traced reflection without the probe

Parameters — Renderer Feature

RenderFeatures_SSR

Applies to every Screen Space material at once.

  • Steps (default 24) — trace quality. 24 for PC, 12 for Mobile
  • Max Distance (default 30 m) — how far a ray can travel
  • Thickness (default 0.1 m) — raise only if thin objects show holes in their reflection
  • Intensity (default 1) — strength of the traced reflection over the probe
  • Edge Fade (default 0.12) — fades reflections out near the screen edges
  • Blur Scale (default 0.015) — blur on rough surfaces

Need frames back? Lower Steps first, then Max Distance.


Limits

  • Only reflects what is on screen — use Planar when off-screen reflections matter
  • Opaque materials only
  • Water always uses Planar Reflection