When switching platform to IOS, reflections are not visible in the Editor (or they're too subtle)
HDR must be enabled. In built-in pipeline, you can enable HDR on the camera or in Graphics Settings section.
How to add reflections to create puddles on the floor?
Demo scene 1 includes a puddle example. Puddles usually are transparent gameobjects, so you will need to add the Reflections script to them (even in deferred). In deferred, also enable the option “Use Reflections Scripts”. Customize the normal map of the puddle material and the uv distortion speed to produce some animation.
How to remove reflections on certain objects in deferred?
No reflections are shown when exporting to WebGL
WebGL only supports forward rendering path in Unity. Even if your project is set to deferred, when exporting to WebGL, Unity will fallback to forward. So make sure your scene setup with Shiny follows the forward rendering path workflow (check documentation about the Reflections script and differences on using Shiny in forward and deferred).
In URP, also make sure the Shiny SSRR Render Feature is added to all URP assets in Project Settings/Graphics (there can be a different one per quality level).
How can I change the render queue in Shiny SSR for built-in pipeline?
To force Shiny to render before transparent objects, you can edit ShinySSRR.cs and uncomment this line (ImageEffectOpaque):
//[ImageEffectOpaque]
void OnRenderImage(RenderTexture source, RenderTexture destination) {
...
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