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.
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.