Real-time Screen Space Reflections for URP - Hi-Z accelerated, gap-filled, and Render Graph native. Crisp glossy reflections on floors, metal, and wet surfaces.Luminance SSR adds dynamic, real-time Screen Space Reflections to the Universal Render Pipeline; the bright, grounded look of reflective floors, polished metal, water, and wet streets, reacting to your scene every frame with no baking.Drop it on your URP renderer with a single click and your glossy and mirror-like surfaces immediately reflect the world around them. Reflections are traced in screen space, accelerated by a Hi-Z depth pyramid so they stay fast even at long range, and they fall back gracefully to your reflection probes or skybox wherever on-screen data isn't available; so you never see hard, empty holes.Luminance is built for Unity 6 and Render Graph from the ground up, and every aspect is exposed in the inspector: intensity, Fresnel falloff, ray length and thickness, edge fade, distance darkening, and a gap-fill control that hides the reflection "shadows" cast by closer objects. Smoothness and metallic from your existing materials drive reflection blur and tint automatically, so it just works with standard URP Lit content.Great for: sci-fi interiors, archviz, showrooms and product scenes, racing and arcade games, stylized and realistic environments; anywhere reflective surfaces sell the scene. Fully customizable and content-agnostic: no special materials required, works with your existing PBR setup.Includes: the renderer feature, all shaders, a one-click setup window, and a sample scene to get started fast.Key featuresHi-Z accelerated ray marching — a screen-space depth pyramid lets rays skip empty space, keeping long-range reflections fast.Back-face depth prepass — measures real per-pixel object thickness so rays that pass behind an object are rejected instead of smearing its front.Gap fill — closes occlusion "reflection shadows" (where a closer object hides the reflected target) using a confidence-weighted mip pyramid.Reflection-probe / skybox fallback — off-screen and missing data resolve to the environment instead of hard holes.PBR-aware — roughness-driven blur and metallic Fresnel read straight from your materials' smoothness/metallic.Fully tunable — intensity, Fresnel power, max steps, step size, thickness, edge fade, distance darkening, gap-fill radius, and injection point.Native Render Graph (Unity 6 / URP 17), no compute shaders required.One-click setup — a welcome window adds the feature to every URP renderer and assigns its shaders for you.RequirementsUnity 6 (URP 17) with Render Graph enabled (Compatibility Mode off)A Universal Render Pipeline project with a Universal Renderer Data assetDepth Texture enabled on your URP assetPlatform support✅ Desktop (Windows, macOS) and Console✅ Mobile (GLES3+/Vulkan/Metal) with reduced settings; SSR is fill-rate intensive❌ Not compatible with XR / single-pass stereo yet❌ Not supported on WebGL yet


