Universal Screen Space Reflection
Screen Space Reflection brings high-quality reflections to URP, ported from Unity's HDRP implementation. Supports URP 2022 LTS and later, with native RenderGraph implementation for Unity 6. Configure reflections through renderer features and customizable settings, with full compatibility across forward and deferred rendering paths.
com.unity.universal-screenspacereflection 
Install via UPM
Add to Unity Package Manager using this URL
https://www.pkglnk.dev/universal-screenspacereflection.git README Markdown
Copy this to your project's README.md
## Installation
Add **Universal Screen Space Reflection** to your Unity project via Package Manager:
1. Open **Window > Package Manager**
2. Click **+** > **Add package from git URL**
3. Enter:
```
https://www.pkglnk.dev/universal-screenspacereflection.git
```
[](https://www.pkglnk.dev/pkg/universal-screenspacereflection)Dependencies (1)
README
Universal ScreenSpace Reflection

This repository is ported from Unity HDRP ScreenSpace Reflection.
This package is available on URP from 2022.3.0f1 (2022 LTS) version. The RenderGraph path for Unity6 is also supported.
| 2022 LTS | 2023 | Unity 6 | |
|---|---|---|---|
| URP Compatibility | O | O | O |
| RenderGraph Implementation | X | X | O |
How To Use

Add
ScreenSpaceReflectionrenderer feature to theRenderer Dataasset. (DisableNative RenderPassin this asset if visible.)Set the rendering path to your rendering mode.
Link the settings asset to the renderer feature. (You can create the settings asset via
Create/UniversalSSR/Settings.)
In Forward(+) Rendering Mode
Since the URP Default Lit shader does not save the smoothness value to the normal texture in Forward Rendering, we need to customize DepthNormalsPass. It also means that we need to customize all shaders that we want to draw the reflection for forward.
However, it's pretty simple to handle this with a custom shader that stores the smoothness value into _CameraNormalsTexture.a.
See the reference shader(SSRForwardLit.shader) in the sample project.
Note) Unfortunately, shaders created with ShaderGraph are not supported as there's no way to customize the DepthNormalsPass without customizing the URP package.
Limitations
- XR Not supported.
- Transparent Objects Not supported.
- ShaderGraph shaders are not reflected in Forward(+) rendering.
Differences from HDRP
- Assume SSR_APPROX keyword is enabled. (No support PBR Accumulation mode due to performance.)
- Stencil Check is excluded.
- ClearCoatMask is excluded since it's only in HDRP.
- Motion Vector is excluded.
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