We are currently working on an implementation of Screen Space Reflections for URP, which we aim to ship in Unity 6.7. This is part of a larger initiative to improve the graphical fidelity of URP. Today we are pleased to show off a first version of this feature, and invite you to try it out.
URP Oasis Template Scene, using Screen Space Reflections on the water.
What are screen space reflections?
The Screen Space Reflection feature produces real-time glossy reflections by marching rays in screen space and sampling the cameraās color and depth buffers at various points along the ray. The technique can produce fairly high quality reflections of visible objects, which instantly update to reflect changes in the scene, without much setup or authoring steps required.
Screen Space Reflections can only use information that is visible on screen. When a reflection ray travels off screen, or behind an object, there is insufficient information to calculate a hit point. In those cases, a fallback cubemap will be used - either from a nearby reflection probe or from the skybox.
Getting started with the feature
A full guide on setting up and configuring the feature is provided here: URP Screen Space Reflections Guide. The āEnabling Screen Space Reflectionsā section shows how to enable the feature in your project, while the āConfigurationā section explains all of the settings exposed by the feature.
To try out the feature, get the latest Alpha release (at least Unity 6000.6.0a7).
Once you have tried the feature, please help us concentrate our efforts on improving it by filling this short survey: URP Screen Space Reflections - Product Experience Feedback.
If you run into any bugs or issues not described in the guide, please let us know in this Discussions thread.
FAQ
Does the Screen Space Reflections feature work together with Surface Cache GI?
Yes, the features can be mixed freely. Surface Cache provides diffuse lighting, while Screen Space Reflections provide specular lighting. The features simply add their contribution together.
Can Screen Space reflections be used with baked lighting and/or reflection probes?
Screen Space Reflections are applied additively on top of existing baked lighting, and are fully compatible with it. In cases when rays travel off screen or behind objects, reflections are instead calculated using nearby reflection probes, if there are any.
Does the Screen Space Reflections feature require hardware ray-tracing?
No, we do not require hardware raytracing, nor do we use any kind of software equivalent. The technique works entirely by marching rays in screen space. In the future, we may extend the feature with raytracing capabilities for greater fidelity.













