






Neon and street lights in rain puddles
SSPR: Planar Reflections
Plugin · RenderingMirror-like reflections for floors, water and wet roads at under 1 ms. Nothing is rendered twice.
- Type
- Code plugin, full C++ and HLSL source
- Cost
- About 0.7 ms at 1080p, GTX 1060
- Engine
- Unreal Engine 5.7–5.8
- Platform
- Windows · DirectX 11 and 12
- Lumen
- Works with Lumen on or off
- Demos
- Daylight showcase · rainy night street
- Price and checkout on the store page
- Lifetime license, commercial use
- Free updates through the store
SSPR adds sharp, stable planar reflections to one flat surface in your level: polished floors, pools, lakes, wet streets and rain puddles. Unlike the engine's Planar Reflection actor, it does not render the scene a second time: it mirrors the previous frame across the plane, so the cost stays under a millisecond however busy the scene is.
Where SSPR has nothing to reflect, the surface falls back to the engine's own reflections (Lumen, SSR or captures), so there are no black holes.
What you get
| Part | What's inside |
|---|---|
| SSPR Plane actor | Place it on the floor or water; one reflective plane per level |
| MF_SSPR | Material function that adds SSPR to any opaque material |
| M_SSPR_Surface | Master material: polished stone, tiles, calm water, wet asphalt with puddles |
| Demo maps | Daylight showcase with four roughness settings and a pool · rainy night street with neon |
| Source | Full C++ and HLSL source of the plugin |
| Documentation | English documentation with troubleshooting |
- SSPR pass
- About 0.7 ms with every feature on · about 0.5 ms with hole filling and the temporal filter off
- Disabled
- Under 0.02 ms
- Measured on
- GeForce GTX 1060 3 GB, 1920 × 1080, 960 × 540 reflection target
- Code modules
- SSPR (Runtime) · 2 C++ classes
- Console variables
- r.SSPR.Enable, r.SSPR.HoleFill, r.SSPR.Temporal
- Platforms
- Windows 64-bit, DirectX 11 and 12
- Limitations
- Only what is on screen · one flat plane per level · no translucency · no split screen or VR
0:540:54. The full trailer goes up on YouTube soon.
You can
- Use it in any number of commercial and personal projects
- Ship it inside games, films, renders and trailers
- Modify the meshes, materials and textures as you like
- Free updates for this kit
You can't
- Resell or share the source files, alone or as part of another asset pack
This is a summary. The license of the store you buy on is what counts; the License page explains which one.
How is it different from Planar Reflection and SSR?
Planar Reflection renders the whole scene a second time; SSPR reuses the frame that is already rendered. SSR leaves gaps and streaks and fades on rough surfaces; SSPR mirrors each pixel exactly and stays visible up to roughness 0.35.
What about objects off screen?
They can't be reflected, as with any screen space technique. There the surface falls back to Lumen, SSR or reflection captures.


