Concept

Screen Space Reflection

Screen space reflection (SSR) is a real-time rendering technique for approximating glossy reflections using visible screen pixels and depth data.

What is Screen Space Reflection?

Screen Space Reflection is a rendering technique that approximates reflections by tracing reflection rays through the rendered image, depth buffer, and surface data already available on screen. The technique is commonly abbreviated as SSR and is used in real-time graphics to add reflections without the full cost of hardware ray tracing or offline path tracing.

How it works

Screen Space Reflection works after the main scene has been rendered by projecting a reflected view direction into screen space and ray marching across the depth buffer to find a likely reflected surface. When a hit is found, the renderer samples the scene color buffer and blends that result onto glossy or wet materials based on roughness, Fresnel response, and other shading inputs. SSR is fast because it reuses data that is already rendered, but it can only reflect objects that are currently visible on the screen. Common limitations include missing off-screen reflections, edge fading, depth-thickness errors, temporal shimmer, and artifacts on very rough or thin geometry.

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

Treat SSR as the cheap first layer: it grounds glossy and wet surfaces but loses anything off screen, so always configure reflection probes or ray tracing as its fallback. Reserve ray-traced reflections for mirrors and shots where accuracy justifies the GPU cost.

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

  • Tuning reflective materials on floors, metals, glass, or wet surfaces in a game engine.

  • Diagnosing reflection artifacts that appear only from certain camera angles.

  • Balancing visual quality and frame rate when choosing between SSR, reflection probes, planar reflections, and ray tracing.

Last updated September 14, 2026

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Frequently Asked Questions

Screen space reflection means a renderer calculates reflections using information from the current rendered screen, especially the color buffer, depth buffer, normals, and material properties.

Screen space reflection is used because it can add plausible glossy reflections at a much lower cost than full ray tracing or path tracing, which makes it practical for games and interactive 3D applications.

The main limitation is that it can only reflect geometry and pixels that are already visible to the camera. Objects outside the screen, hidden behind other objects, or missing from the depth buffer cannot be reflected correctly.

Screen space reflection is not fully physically accurate. It is an approximation that can look convincing in many scenes, but it does not trace complete light paths through the full 3D world.

Screen space reflection traces rays through the 2D screen buffers that were already rendered, while ray tracing tests rays against scene geometry in 3D space. Ray tracing can reflect off-screen and hidden objects, but it usually costs more performance.

Screen space reflection uses the current camera view and can capture dynamic visible objects, while reflection probes use precomputed or captured environment maps. Many engines blend SSR with probes to cover missing off-screen reflections.

Smooth or moderately rough reflective materials benefit most, including polished floors, wet asphalt, lacquered surfaces, glossy plastics, and metals. Very rough materials often show little visible SSR detail.

They disappear near screen edges because the reflected ray often points to pixels outside the rendered image. Since SSR has no data beyond the current screen, engines usually fade the reflection to hide the missing information.

Yes. Screen space reflection is commonly used with PBR materials, where roughness, metallic, specular, normals, and Fresnel behavior determine how strong and sharp the reflection appears.