Screen Space Reflection(SSR) is a potent tool we can use with HDRP.
What is SSR?
It enables the creation of a highly realistic game scene and is a resource-intensive screen space solution that captures everything rendered in the scene. It provides subtle reflections on surfaces and has the advantage of reflecting static and dynamic game objects.
However, the price of this tool is very high. It is not recommended for mobile projects. It consumes too many resources, and I suggest using it only if you are working on a next-generation console project or if you are creating renders at that level.
Let’s start right away with the initial setup. As I wrote before, to use SSR, you must be in a project that takes advantage of HDRP.
Let’s go and add the reflection probe to our scene.
Let’s change the area on which our reflection will have an influence.
For the next step, we need to go into the settings:
Go into the render pipeline and verify that there is a checkmark on Screen Space Reflection.
Verify that there is also a checkmark on Screen Space Reflection in the Project Settings.
Now you need to add just the Screen Space Reflection to your staged Global Volume. Or you need to add one if you are not using it yet.
Once added, enable it and start manipulating the various parameters to experiment and blind the effect that best suits your work.
This has been a super simplified and introductory guide to using this tool. I recommend you spend some time on the official Unity documentation to learn more about it and make your games look good.
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I hope you found this article useful.
See you in the next article🚀.