Introduction

beginner start here

Shiny 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 Reflections scripts 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

RequirementDetails
Unity version2022.3 LTS or newer
Render pipelineBuilt-in (Forward or Deferred) or URP 12+
Graphics APIDirect3D 11/12, Metal, Vulkan, OpenGL ES 3.0+
PlatformsWindows, macOS, Linux, Android, iOS, WebGL

Next Steps

Was this page helpful?