Lighting & rendering · Intermediate

Screen-space reflection

A real-time trick that builds reflections from what is already on screen

Also called SSR

What is screen-space reflection?

Screen-space reflection, or SSR, is a real-time trick that builds reflections from the image already drawn on screen. It reuses those pixels to show reflections on floors, water and glossy surfaces cheaply, but it cannot reflect anything the camera cannot currently see.

Think of it like this

It is like painting a puddle’s reflection using only what is in your photo. Anything outside the frame or hidden behind objects cannot appear in it.

Where it fits in a 3D project

  1. Create
  2. Surface
  3. Rig
  4. Animate
  5. Render
  6. Export

Render: Lighting the scene and turning it into images or video.

How screen-space reflection works

  1. 01The engine draws the scene and keeps its color and depth images.
  2. 02For each shiny pixel, it steps a ray across the screen image.
  3. 03Where the ray meets something in the depth image, that pixel’s color is borrowed.
  4. 04If the ray leaves the screen, a fallback such as a prebaked environment image fills in.

Screen-space reflection vs ray-traced reflections

PropertyScreen-space reflectionRay-traced reflections
SourcePixels already on screenThe full 3D scene
Off-screen objectsMissingReflected
CostLowHigh
Typical flawsFading edges and gapsNoise at low samples

Use SSR as the cheap default for floors and water, and ray-traced reflections when mirrors, cars or glass must show what is behind the camera.

Where screen-space reflection is used

  • Wet streets and puddles in games
  • Polished floors in real-time architecture tours
  • Water surfaces in interactive scenes

Beginner tip

SSR works best on surfaces facing up, like floors, seen at an angle. Vertical mirrors mostly reflect what is behind the camera, so plan a different method for them.

Screen-space reflection FAQ

What is SSR in games?
SSR is short for screen-space reflection, a graphics setting that adds reflections using the current frame. Turning it off saves performance at the cost of flatter floors and water.
Why do screen-space reflections disappear at the edges?
Because the reflected object has left the image the effect reads from. As you tilt the camera, those pixels are no longer on screen, so the reflection fades or cuts off.
Is screen-space reflection accurate?
Only roughly. It is convincing on floors and water seen at an angle, but it misses hidden and off-screen objects. Treat it as a fast approximation, not a true mirror.

Updated October 29, 2026 · Browse all 3D terms