So LWRP does not yet support SSR but I really need it for my game. Does anyone know a way of 'faking' SSR, perhaps with shaders or ?
Can you perhaps handle reflections using the old cubemap approach? If so, you can create cubemaps by placing cameras in your scene and using RenderToCubeMap on them. Keep in mind this will probably be quite costly on performance depending on the amount of cubemaps you generate, and requires custom shaders to use these cubemaps.
Fake it with well placed Reflection Probes. For a shiny floor you can make the size of the box match the room. For an old school style shiny floor you can make a see-through texture on the floor, then duplicate the geometry above the floor and flip it upside down. This adds to the triangle count.