FAQ #
Why don't off-screen objects reflect?
Screen-space reflection can only reflect what is in the current frame's buffers. Anything off-screen or occluded has no data to sample. This is inherent to all SSR techniques (not a Luminance limitation). Reflection probes - applied by URP's standard lighting - cover what's off-screen.
Does it work with reflection probes?
Yes, indirectly. URP applies reflection probes to your materials during normal lighting, before SSR runs. Luminance layers its screen-space reflection on top where it has data; where it doesn't, the material's probe-based reflection remains. Luminance itself does not sample probes.
Does it reflect transparent objects?
By default the passes run after the skybox but before transparents, so reflections show opaque geometry and the sky, not transparent surfaces. Glass/windows set to a Transparent surface type are traced through to the geometry behind them.
Do I need a special shader on my materials?
No. Standard URP Lit materials work. Reflection strength follows Smoothness; Fresnel tint follows Metallic.
Can I have different settings per camera?
Settings live on the renderer data asset. Use separate Universal Renderer Data assets (one per camera) for per-camera variation.