BT- Spectral Reflection: Next Gen Screen Space Reflections (SSR) for URP
Barkin Tufan
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Bring AAA-style reflections to Unity 6 URP with Hi-Z tracing, temporal stabilization, cinematic glossy surfaces, selected-object control, and scalable quality presets.Bring AAA-Grade Reflection Detail to Your URP GameRain-soaked corridors. Polished sci-fi interiors. Metallic architecture reflecting the action around it. Reflections give these environments their depth, atmosphere, and cinematic presence.BT- Spectral Reflection: Next Gen Screen Space Reflections (SSR) for URP puts that visual power into your Unity 6 workflow.Built around Hi-Z tracing, temporal stabilization, and depth-aware reconstruction, Spectral Reflection brings dynamic screen space reflections to your opaque URP surfaces—with direct control over where they appear, how they look, and how much rendering budget they use.Push a dramatic wet-floor aesthetic. Reveal subtle reflections across polished materials. Turn selected surfaces into striking visual focal points. Shape the result directly from a Volume Profile while keeping your original materials intact.🎯 Advanced Reflection RenderingHi-Z Tracing — Reach Further, Spend Steps Where They MatterA hierarchical depth pyramid guides reflection rays through the scene, skipping regions where an intersection cannot occur.Trace visible scene geometry with adjustable distance and refinement.Tune thickness and normal bias to suit your environment.Compare Hi-Z with the included Linear tracing path.Soften reflection loss near screen boundaries with adjustable edge fading.Temporal Stabilization — Keep Detail Under ControlLow-resolution reflections need more than a blur pass. Spectral Reflection combines per-camera history, depth rejection, and neighborhood clipping to stabilize the result across frames.Reduce temporal noise and unstable highlights.Reproject moving reflective surfaces using optional URP motion vectors.Balance smooth accumulation with faster response through History Weight and Motion Rejection controls.Fall back to camera-based reprojection when motion vectors are unavailable.Depth-Aware Reconstruction — Preserve the Shape of Your SceneDepth and surface normals guide roughness filtering and upsampling, helping keep reflections from bleeding across geometry boundaries.Soften reflections on rougher surfaces.Retain sharper detail on polished receivers.Reconstruct Half or Quarter resolution reflections for the final camera image.Disable roughness filtering when sharpness or rendering cost takes priority.✨ Your Surfaces. Your Reflection Style.Material Based or Cinematic OverrideFollow the existing smoothness and metallic/specular response of your materials—or take artistic control.Override Materials exposes independent Reflection Sharpness and Minimum Reflectivity controls for pronounced glossy, polished, and wet-looking surfaces.Your source material assets remain untouched.Entire Scene or Hand-Picked ReceiversApply reflections across eligible opaque surfaces, or place them precisely where your art direction needs them.Mark selected meshes with the BT Spectral Reflections Surface component.Include child renderers for grouped objects.Adjust selected receiver smoothness and strength.Filter receiving surfaces by layer.Reflect surrounding visible geometry without adding a component to every reflected object.⚡ Scale the Quality. Control the Cost.Choose Optimized, Balanced, High, Ultra, or Custom quality.Start with a practical preset, then tune resolution, tracing steps, refinement, and filtering for your scene.Selected-object receiver scissoring concentrates tracing and filtering on the screen area occupied by your reflective surfaces. When no eligible selected receiver is visible, the SSR pass is skipped.🛠 From Setup to Art DirectionSetup utility for the renderer feature and SSR Volume.Reflection controls inside Unity’s familiar Volume workflow.Global and local Volume settings.Scene View preview for direct visual authoring.Reflective Surfaces, Reflections, and Confidence debug views.Editable C#, shader, and HLSL source.Example scene, materials, and offline PDF documentation.Make reflections part of your environment’s identity.Pipeline & RequirementsDesigned for Unity 6 Universal Render Pipeline.Render Graph implementation.Current development configuration: Unity 6000.6.0f1 / URP 17.6.0.Requires camera depth and an intermediate camera color target.Hi-Z requires compute shader support; Linear tracing provides the fallback.Motion-vector reprojection requires Temporal filtering and valid URP motion vectors.Built-in Render Pipeline and HDRP are outside the package’s integration.







