Luminance SSR

Warpdev LLC · Universal Render Pipeline

Luminance - Screen Space Reflections

A high-quality, Render Graph-native SSR renderer feature for Unity 6. Hi-Z accelerated ray marching, real object-thickness rejection, and confidence-weighted gap fill - added to your project with one click.

Unity 6 / URP 17Render GraphNo compute shadersDesktop · Console · WebGLv1.0.0

Overview #

Luminance adds dynamic, real-time screen-space reflections to URP - the grounded look of reflective floors, polished metal, water and wet streets, reacting to your scene every frame with no baking. Reflections are traced in screen space, accelerated by a hierarchical depth (Hi-Z) pyramid, and composited onto your reflective surfaces using the smoothness and metallic values already in your materials.

Hi-Z accelerated

A depth pyramid lets rays skip empty space, so long-range reflections stay fast.

Real thickness

An optional back-face depth prepass rejects rays that pass behind objects instead of smearing their front.

Gap fill

Confidence-weighted mip pyramid fills the "reflection shadows" cast by closer objects.

PBR aware

Roughness drives reflection blur; metallic drives Fresnel - straight from your materials.

One-click setup

A welcome window adds the feature to every URP renderer and wires up the shaders.

Render Graph native

Built for Unity 6 / URP 17 with no compute-shader requirement.

Scope Luminance is pure screen-space: it reflects what is currently visible on screen. Geometry that is off-screen or hidden behind other objects cannot be reflected - those areas keep the surface's existing color. See FAQ for why this is fundamental to all SSR.