Hi there, and thank you for your interest in this asset I will do my best to solve all the questions you have asked : Yes, all our tools provide access to the source code, especially for the shaders as a way for the user to learn how to implement the tool into custom made shaders The Readme_License file only specifies that the included sprites are from Public Domain and CC0 licenses, as well as giving credit to the original authors of said sprites. This license is not for the tool itself. As of this time, it is not possible to project the reflection on an arbitrary plane. In the example you share, the reflection itself follows the standard plane with the waves themselves being distorted. This is something that will come to this tool sometime between late February and March This is not possible with this tool since the purpose of 2D reflections is to actually mirror the image. In the case you describe, for a fully top down game, I would recommend you to instead use an additional sprite under the main ship and draw it with a custom shader that adds some level of distortion to simulate the movement of the waves. This way, you avoid any performance impact and simplify your work greatly. Besides, your reflections can be more accurate this way since you could, in theory, have another sprite that simulates the ship as seen from below, which would be closer to how it would look in real life on a reflection as such. Alternatively, you could make a shader that draws the sprite twice, once in a normal way and the second time with the offset and distortion you need. However, this work would be made entirely with shaders, no need for a reflections tool Amplify is not technically supported by itself. The Lightweight SRP version of this tool has its own set of shaders made with Amplify, and thus said shaders are editable with Amplify as well (though you DONT need Amplify to use the shaders, only to edit them ). The tool is fully compatible with any shader-creation tool as long as it produces standard shader code. This applies only to Lightweight SRP since in the Standard pipeline al shaders are made with standard ShaderLab code This new effect is intended for side scrollers since they are the kind of games that would use it the most. It works out of the box with any kind of game, however the reflections are mirrored on the vertical axis so this is something that makes them much better suited for a side scroller. The drawbacks of using render texture based reflections are : a higher performance impact compared to the shader based ones as it basically re-renders objects or the whole scene depending on your setup ( although this impact is almost null if you are targeting PC or consoles ) and that some very old mobile devices may not support render textures at all. This is something you need to check on Unity's Render Texture section of the manual. Besides these two points, everything that the render-texture reflections offer are upsides, since they allow to control how the reflections work, their quality and even which layers get reflected and which ones get ignored. I hope this helps and please tell me if you have any further questions Have a great day as well!