Hello to every Unity user! We’re excited to present a new screen space reflections solution for Unity3D available here. It’s a script that implements a post-effect, which adds reflections to all shiny surfaces at your scene. It works properly with curved surfaces, waves on the water, normal maps and different levels of reflecting surfaces. The main advantage of SSR is that you don't require almost any CPU cost and potentially long setup of additional render passes. It means, that it doesn’t make any performance impact, so you can add it to your game and make it look better without any performance losses. Here is a short 15s video demonstration of this asset: The web demo from the video will be available soon. It’s so easy to use! With regular camera, just drop SSREffect.cs on your camera. With OVRCamera (Oculus Rift) - drag SSREffect.cs to both OVRCameraController's CameraLeft and CameraRight Reflection works with specularity of a material. So, if you're using just 'Diffuse' material, it won't reflect anything. To enable reflections on some material please use shaders with 'specular' or 'shininess'. Increasing 'shininess' will increase reflections visibility. Here is the list of settings: You can tweak settings in SSR_Settings object which is added to your scene automatically. Enable/Disable state - enables/Disables SSR on all cameras with SSREffect attached. Downscale/Iterations - this ones blur reflections to hide artifacts. More iterations - slower performance. More downscale - better performance. Linear coefficient - raymarching step size in pixels. Tweaking this value can help you reduce artifacts. ZBias - maximum difference in depth value to detect intersection during ray marching. Tweaking this value can help you reduce artifacts. Max raymarch iterations - varies the quality. The more iterations - the slower performance. You should keep this as low as possible. Also more iterations adds the reflection distance. Props Legal Art assets remain property of their respective owners, and no assumption of ownership is made by Plawius LLC.