Introduction
beginner start hereShiny SSR 2 · Start Here
What is Shiny SSRR?
Shiny SSR 2 (Screen Space Raytraced Reflections) is a high-performance real-time reflection system for Unity. It adds accurate, physically-based reflections to your scenes using screen-space raymarching — no baked probes, no mirrors, no planar reflections required.
Shiny SSRR works with both Forward and Deferred rendering paths and supports the Built-in and Universal Render Pipeline (URP).
Two reflection styles — Choose between standard Shiny Reflections for realistic results or Dark Reflections for a stylized, performance-friendly look.
Key Features
Raytracing & Quality
- Screen-space raymarching — accurate reflections without baked probes or cubemaps.
- Quality presets — Fast, Medium, High, Superb, Ultra with one-click setup.
- Binary search refinement — sub-pixel precision for sharp reflection edges.
- Temporal filter — reduces flickering and stabilizes reflections across frames.
- Contact hardening — close reflections stay sharp while distant ones blur naturally.
Rendering & Flexibility
- Forward & Deferred — works in both rendering paths on Built-in and URP.
- PBR workflows — choose Smoothness-Only or Metallic+Smoothness for accurate material response.
- Per-object control — add
Reflectionsscripts to individual objects for fine-tuned settings. - Volume system (URP) — Global and Local volumes for area-specific reflection settings.
- Skybox reflections — reflect the sky or a custom cubemap on surfaces.
- Transparency support — reflect transparent objects (sprites, puddles) via depth pre-pass.
Performance
- Resolution downsampling — render reflections at lower resolution for faster results.
- Dark Reflections mode — stylized look with reduced GPU cost.
- Stencil masking — skip reflections on screen regions that don't need them.
- Low precision mode — use RGBA32 buffers for lighter GPU memory usage.
Requirements
| Requirement | Details |
|---|---|
| Unity version | 2022.3 LTS or newer |
| Render pipeline | Built-in (Forward or Deferred) or URP 12+ |
| Graphics API | Any API supporting compute shaders (DX11+, Metal, Vulkan) |
| Platforms | Windows, macOS, Linux, Android, iOS, WebGL |
Next Steps
- Quick Start — get reflections running in 5 minutes.
- Setup (Built-in) — detailed setup for the Built-in pipeline.
- Setup (URP) — detailed setup for the Universal Render Pipeline.
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