FAQ
beginner faqShiny SSR 2 · Troubleshooting & FAQ
Is this asset compatible with Unity 6?
Yes. All Kronnect assets are fully compatible with Unity 6. The minimum supported version is Unity 2022.3 LTS, and this includes Unity 6 and any newer releases.
Reflections are not visible after switching to iOS
HDR must be enabled. In the Built-in pipeline, enable HDR on the Camera component or in Graphics Settings. In URP, enable HDR in the URP Pipeline Asset.
How do I create puddle reflections on the floor?
Puddles are typically transparent GameObjects. Add a Reflections script to the puddle object (required even in Deferred). In Deferred, also enable Use Reflections Scripts in the Shiny settings. Customize the puddle material's normal map and UV distortion speed for animated water effects. See Demo Scene 1 for a working example.
How do I remove reflections from specific objects in Deferred?
Add the ExcludeReflections component to any GameObject you want to exclude. This removes it (and its children) from the reflection pass.
No reflections in WebGL builds
WebGL only supports Forward rendering. Unity silently falls back to Forward even if your project is set to Deferred. Make sure your scene uses the Forward workflow: add Reflections scripts to target objects. In URP, verify the Shiny SSRR Render Feature is added to all URP assets in Project Settings > Graphics (there can be a different asset per quality level).
How can I change the render queue in Built-in pipeline?
To force Shiny to render before transparent objects, edit ShinySSRR.cs and uncomment the [ImageEffectOpaque] attribute:
[ImageEffectOpaque]
void OnRenderImage(RenderTexture source, RenderTexture destination) {
...
}
What is the difference between Forward and Deferred for Shiny?
In Deferred, Shiny reads surface properties (normals, smoothness, metallic) from the g-buffers and applies reflections to all opaque surfaces automatically. In Forward, these buffers are not available, so you must add a Reflections script to each object. Forward can be faster because only tagged objects are processed, but Deferred is more convenient and physically accurate.
Can I use Shiny SSRR on mobile?
Yes. Use the Fast quality preset, set downsampling to 2 or higher, and prefer Forward mode with Reflections scripts on only the most important surfaces. Disable Compute Back Faces and enable Low Precision to reduce GPU load. See the Performance Tips page for more details.
How do I limit reflections to specific areas using a custom shader (e.g. wet surfaces, puddles, rain)?
In Forward/Forward+, the Reflections script applies reflections to the entire mesh. To get selective, per-pixel reflections (e.g. only wet or rain-soaked areas), follow these steps:
- Enable the Custom Smoothness/Metallic Pass checkbox in the Shiny SSRR Renderer Feature settings.
- Add a pass named
"SmoothnessMetallic"to your custom shader. This pass must output smoothness in the R channel and metallic in the G channel (RGHalf format). Drive smoothness from your mask texture - high where reflective (wet), near-zero elsewhere. - Set the
smoothnessThresholdparameter in the Shiny Volume so that only high-smoothness (masked) pixels receive reflections.
The object still needs a Reflections script attached. See Renderer Feature Settings for details.
Why does a reflection with smoothness set to zero still show a sharp silhouette instead of appearing blurred?
This occurs when Skybox Intensity is set to zero. Setting Skybox Intensity to a small non-zero value (e.g., 0.0001) resolves the sharp silhouette clipping issue. Additionally, enabling Low Precision mode can also cause silhouette clipping. Note that smoothness of 0 should produce quite blurred reflections, and metallic drives the intensity of the reflection while smoothness controls the blurriness.
What are the two reflection workflows available in Shiny SSRR since version 7?
Since version 7, Shiny supports two workflows: Metallic + Smoothness or Smoothness Only. These can be switched in the inspector. Metallic drives the intensity of the reflection while smoothness controls the blurriness.
How can I make objects with custom Amplify Unlit shaders have reflections in URP Deferred mode with Shiny SSRR?
Add a Reflections script to the object and enable the 'Use Reflection Scripts' option at the bottom of the Shiny inspector (volume). Alternatively, for automatic deferred rendering support, custom shaders must be deferred-compatible and implement deferred passes that write to gbuffers. Contact Amplify Shader Technologies for guidance on configuring your custom shader to output to gbuffers for proper Shiny integration.
How does the Vignette setting work in Shiny SSRR, and why does it attenuate reflections at screen edges?
The Vignette attenuates reflections near the edges and corners of the screen to smooth out abrupt transitions. Since SSRR is a screen space effect, objects that suddenly appear over the edge start casting reflections, so the vignette helps avoid the popping effect that would occur.
What is the correct order for applying Beautify, Dynamic Fog, and SSR post-processing effects on a camera for optimal accuracy and performance?
Fog should be applied last in the post-processing chain. SSAO should be applied before SSRR (Screen Space Reflections).
Does SSR work with terrain in URP forward rendering?
Terrain is only supported in deferred rendering mode. As a workaround, you can add a transparent plane and attach a Reflections script to it to achieve reflections on terrain in forward rendering.
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