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Install via UPM

Add to Unity Package Manager using this URL

https://www.pkglnk.dev/universal-screenspacereflection.git

README Markdown

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## 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
```

[![pkglnk](https://www.pkglnk.dev/badge/universal-screenspacereflection.svg?style=pkglnk)](https://www.pkglnk.dev/pkg/universal-screenspacereflection)

Dependencies (1)

README

Universal ScreenSpace Reflection

SSR Sample

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

HowToUse

  1. Add ScreenSpaceReflection renderer feature to the Renderer Data asset. (Disable Native RenderPass in this asset if visible.)

  2. Set the rendering path to your rendering mode.

  3. Link the settings asset to the renderer feature. (You can create the settings asset via Create/UniversalSSR/Settings.)

    HowToUse_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

  1. XR Not supported.
  2. Transparent Objects Not supported.
  3. ShaderGraph shaders are not reflected in Forward(+) rendering.

Differences from HDRP

  1. Assume SSR_APPROX keyword is enabled. (No support PBR Accumulation mode due to performance.)
  2. Stencil Check is excluded.
  3. ClearCoatMask is excluded since it's only in HDRP.
  4. Motion Vector is excluded.

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