Reflections & Settings

intermediate concepts

Shiny SSR 2 · Core Concepts

Reflections & Settings

This page covers how to add reflections to your scenes and all available parameters in Shiny SSR 2, organized by category.

Forward vs. Deferred

FeatureForwardDeferred
SetupRequires Reflections script on target objectsAutomatic — reads from g-buffers
Per-object controlFull control via Reflections scriptGlobal settings only (unless Mixed Mode is enabled)
Transparent objectsSupported via Reflections scriptRequires Mixed Mode + Reflections script
PerformanceCan be faster (processes only tagged objects)Processes entire screen
PBR accuracyDepends on material properties gathered by scriptPer-pixel smoothness/metallic from g-buffers

PBR Workflows (URP)

WorkflowBehavior
Smoothness OnlyA single value controls both reflection intensity and surface roughness. Simpler, good for stylized projects.
Metallic and SmoothnessFollows the PBR model: Metallic controls reflection intensity, Smoothness controls sharpness. More physically accurate.

Reflections Script (Per-Object)

Add the Reflections component to objects that should receive reflections (required in Forward, optional in Deferred with Mixed Mode).

PropertyDescription
IgnoreExcludes this object from reflections. Useful when the script is on a parent covering many children.
ScopeApply reflections to this object only, include children, or filter by layer/name pattern/sub-meshes.
Use Material SmoothnessReads the _Smoothness property from the object's PBR material.
Smoothness MapOptional texture whose alpha channel provides per-pixel smoothness (use with Smoothness Source = Custom).
Per Sub Mesh SmoothnessAssigns different smoothness values to individual sub-meshes.
SmoothnessManual smoothness value used when Use Material Smoothness is off or the material lacks the property.
Use Material Normal MapUses the material's normal map for reflection perturbation.
Material Property NamesShader property names for smoothness map, normal map, and smoothness value. Customize for non-standard shaders.
Override Global SettingsEnables per-object raytracing overrides (sample count, decay, jitter, etc.).

General Settings

SettingDescription
Reflections StyleShiny Reflections for standard appearance or Dark Reflections for a stylized dark-toned look with better performance.
WorkflowSmoothness Only or Metallic and Smoothness (see PBR Workflows above).
Show In Scene ViewRenders reflections in the Scene view window for easier editing.
Use Custom BoundsRestricts reflection rendering to a defined volume.

Quality Settings

SettingDescription
Sample CountNumber of raymarching steps per pixel (4–256). Higher = better quality, more GPU cost.
Max Ray LengthMaximum reflection distance in meters.
ThicknessAssumed geometry thickness for hit detection. Increase if reflections disappear behind thin objects.
Binary Search IterationsRefinement steps after initial hit (6–8 is usually sufficient).
Compute Back FacesRuns a depth pre-pass to calculate true surface thickness. Improves accuracy for thin/complex meshes.
Max ThicknessGeometry thickness assumed before binary search.
Thickness FinePost-binary-search thickness threshold. Discards hits beyond this distance. Keep as low as possible.
JitterRandom offset on ray start positions to reduce banding artifacts.
Animated JitterChanges jitter per pixel every frame to redistribute noise.
Temporal FilterReduces flickering by blending with previous frames.
Response SpeedHow fast the temporal filter discards history. Higher = more responsive to changes.
DownsamplingResolution multiplier for final blurred reflections (1 = full resolution).
Depth BiasBias for depth checking. Increase if reflections disappear at distance.

Reflection Intensity

SettingDescription
IntensityGlobal multiplier for all reflections.
Min IntensityForces a minimum reflection level on all surfaces.
Max IntensityCaps maximum reflection brightness.
Smoothness ThresholdMinimum smoothness required to receive reflections.
FresnelReduces reflection intensity based on view angle. 1.0 = physically accurate.
DecayReduces intensity based on distance to the reflected point.
HDR ClampClamps HDR reflection values to prevent overly bright spots (0.01–10). Default: 3.
Metal BoostEnhances appearance of metallic surfaces in Deferred mode.
Specular ControlReduces specular intensity in reflections to minimize flickering from certain materials.
Skybox IntensityIntensity of sky/background reflections on surfaces.
Start DistanceAttenuates reflections near the camera (in meters).
Far Fade Start / RangeAttenuates reflections far from the camera (distance + fade range in meters).
Vignette SizeControls reflection fade-out around screen borders.
Vignette PowerControls the attenuation gradient at screen edges.

Reflection Sharpness

SettingDescription
FuzzynessDistance-based blur multiplier. Distant reflections appear blurrier than contact reflections.
Contact HardeningIncreases sharpness of close-range (contact) reflections.
Minimum BlurMinimum blur applied to all reflections.
Blur DownsamplingResolution of blur buffers. Increase to improve performance slightly.
Blur StrengthControls blur spread along X and Y axes.

Advanced Options

SettingDescription
Output ModeDebug visualization of internal buffers (reflections only, depth, normals, etc.).
Low PrecisionUses RGBA32 instead of ARGBHalf for internal buffers. Faster on some devices, reduces accuracy.
Stop NaNClamps pixel values to valid range. Enable if you see black patches or rendering artifacts.
Stencil CheckMasks reflections based on stencil buffer contents.
Transparency SupportRuns a depth pre-pass on transparent objects so they cast reflections. Filter by layer or add a ShinyTransparentSupport script.
Use Reflections ScriptsEnables per-object Reflections scripts in Deferred mode (Mixed Mode).
Layer MaskWhich Reflections scripts are used when Mixed Mode is active.
Was this page helpful?