Transparent objects with Receive SSR Transparent don't reflect the sky and clouds

When I change an object’s material from Opaque to Transparent, SSR still works, but the sky/clouds no longer show up. I don’t get this, because the screen space image that is sampled for the SSR effect surely includes the cloud and sky anyway?

The use case here is for a transparent object where alpha is mostly 1. We need this for our water which is rendered mostly with alpha 1 + HDSceneColor sampling, except for the shoreline edge blend which uses real alpha to fade the edge to prevent sharp specular where it meets the land.

OK found it, but you should give us the choice here maybe?

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As mentioned in the comment, SSR on transparent should fallback onto the global reflection probe, if your reflections is not 100% smooth it should be enough ? Maybe you forgot to assign the sky in the environment tab of the lighting settings ?

Else you could also try to use a planar probe ?

Or, yeah, edit source code :confused:

Mainly the issue is that the global reflection probe (i.e. default sky reflection?) does not show local volumetric clouds. The difference is seeing the clouds (left image) vs. seeing nothing.

As a quick test, I just modded that one line to remove the limitation, and now our water reflection looks amazing and shows the volumetric clouds in the sky.

EDIT: I’m not discounting the possibility that our default fallback sky reflection is set up incorrectly, but I don’t know immediately where to look for issues, so I will keep it in mind for later.

I believe volumetric clouds are disabled by default in the reflection probe frame settings (for perf reasons). You can enable it to have volumetric clouds in them.

That’s what SRPs are for, removing this limitation might be better for you but is probably worse for a lot of people so it’s already nice that you can actually fix your own problem :slight_smile:

Having a checkbox would be an option in an ideal world but it likely won’t happen because our team is spread too thin.

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