Screen Space Reflection (SSR)

Sometimes reflection probes don't just cut it with a specific scene due to their limitations, thus sometimes you need somethings else to provide reflections for you. This is where Screen Space Reflection (SSR) comes in. It applies dynamic reflections in screen space to provide a fast way to calculate the reflections. Because SSR is screen space only it isn't effected by scene complexity but rather screen resolution.

SSR can be found on the Jove Camera Script.

[Screen Space Reflection Image Example]

Enabling SSR


To enable SSR go into your Jove Camera, and then in the SSR tab click SSR Active. It may be on by default already.

SSR Settings


SSR has many open parameters to be modified.
 * Step Count - Number of steps to sample, higher steps cost more. This is the base step for step length.
 * Step Length Smooth - The length of a step on smooth surfaces. This is calculated by Step Length x Step Count (so in this case 64*2 = 128)
 * Step Length Rough - The length of a step on rough surfaces. Calculated the same as smooth step, atlhough generally don't need as many steps due to being blurry.
 * Occlusion Intensity - The effect of occlusion on the SSR effect.
 * Maximum Ray Length - How far a ray is allowed to travel in Unity units.
 * Pixel Thickness Nearplane - How thick a pixel is on the nearplane. Since SSR  doesn't know if it is behind an object the pixel thickness helps determine if it has passed through an object.
 * Pixel Thickness Farplane- How thick a pixel is on the nearplane. Since SSR  doesn't know if it is behind an object the pixel thickness helps determine if it has passed through an object. Farplane needs a higher value due to precision issues at further ranges.
 * Temporal Depth Tolerance - How much a depth value is allowed to differ from the expected value.
 * Temporal Sharpness - Higher values provide a sharper reflection but are more likely to flicker in movement.
 * Temporal Frequency Bias - Higher values provide a smoother reflection that are less likely to flicker in movement. Although it may make reflections look 'smudged'.