Screen Space Reflection
What is Screen Space Reflection?
How it works
Screen-space reflections vs ray-traced reflections
On-screen pixels only
Reflection coverage
Crysis 2 SSLR, 2011
Popularized by
About 1-2 ms per frame
Typical GPU cost
Screen-space reflections vs ray-traced reflections
Screen-space reflections
Ray-traced reflections
Data source
Ray march through the depth buffer
Rays traced against full scene geometry
Off-screen objects
Missing, reflections fade at screen edges
Reflected correctly, even behind the camera
GPU cost
Cheap, runs on any GPU
Heavy, wants RT cores and denoising
Common artifacts
Edge fade, shimmer, missing backsides
Noise until denoised
Best for
Wet floors, gloss on visible detail
Mirrors, chrome, off-screen accuracy
In Meshy Export a generated model as GLB or FBX into Unity or Unreal, where its Meshy-made roughness and metallic maps decide how strongly SSR appears on glossy areas.
Use cases
Last updated September 14, 2026









