I am struggling with understanding screen space reflections in EEVEE.

I am aware of the excellent answer to this question, however, this only talks about when an object is off screen entirely.

Maybe it is the same point (if so, I apologise), but can someone confirm for me that this is actually the correct behavior? The partial reflection seems so odd that I am having trouble believing this is how it is supposed to work.

Is the entire bottom face of the cube really supposed to be missing?

enter image description here


1 Answer 1


I haven't dig into the theory of the implementation yet, but I have a feeling that Screen Space Reflection is just mirroring the already rendered pixel (aka what you actually see on the screen, the screen space data).

I think that's the intended behaviour. It's an heavy approximation that on the other hand gives nice and fast results, expecially for the objects that touch the ground.

You'll have to use a Reflection Plane to get the reflections of the occluded geometries.

enter image description here

  • $\begingroup$ Your feeling is correct, it works indeed like that. $\endgroup$ Commented Dec 19, 2018 at 23:00
  • $\begingroup$ @JaroslavJerrynoNovotny thanks fot the confirm. I tried to find some straight evidence/source to quote, but it's harder than I thought. $\endgroup$
    – Carlo
    Commented Dec 19, 2018 at 23:19
  • $\begingroup$ @Carlo Thanks. I'll do some more experimenting with light probes. I got them to work once, but for some reason now when I bake indirect lighting they don't work at all. Sure I'm missing a setting or something. Cheers. $\endgroup$
    – Lewis
    Commented Dec 20, 2018 at 6:36
  • $\begingroup$ @Carlo My issue was not realising that light probes don't work in LookDev, only in Rendered view. $\endgroup$
    – Lewis
    Commented Dec 20, 2018 at 10:33

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