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Update and rename Screen-space-Reflections.md to Screen-Space-Reflections.md
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# Screen Space Reflections
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The **Screen Space Reflection** effect creates subtle reflections that simulate wet floor surfaces or puddles. Screen Space Reflection is an ideal effect to limit the amount of [specular light](https://docs.unity3d.com/Manual/shader-NormalSpecular.html) leaking. For further information on the **Screen Space Reflection** effect see the [Screen Space Reflection](https://docs.unity3d.com/Manual/PostProcessing-ScreenSpaceReflection.html) documentation in the Unity manual.
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![](images/ssr.png)
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### Properties
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| Property | Function |
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| :----------------------- | :------------------------------------------------------------ |
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| Preset | Select the quality preset from the dropdown. Use `Custom` to fine tune the quality. |
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| Maximum Iteration Count (`Custom` preset only) | Set the maximum number of steps in the raymarching pass. Higher values mean more reflections.|
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| Thickness (`Custom` preset only)| Set the value of the Ray thickness. Lower values are more resource-intensive but detect smaller details. |
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| Resolution (`Custom` preset only)| Select the size of the internal buffer. Select Downsample to maximize performance. Supersample is slower but produces higher quality results. |
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| Maximum March Distance | Set the maximum distance to traverse in the scene after which it will stop drawing reflections. |
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| Distance Fade | Set the value for the distance to fade reflections close to the near plane. This is useful to hide common artifacts. |
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| Vignette | Select the value to fade reflections close to the screen edges. |
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### Performances
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Only use the `Custom` preset for beauty shots. If you are developing for consoles, use `Medium` as the maximum, unless you have plenty of GPU time to spare. On lower resolutions you can boost the quality preset and get similar timings with a higher visual quality.
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### Known issues and limitations
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- Screen-space reflections doesn't support AR/VR.
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### Requirements
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- Compute shader
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- Motion vectors
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- Deferred rendering path
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- Shader Model 5.0
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See the [Graphics Hardware Capabilities and Emulation](https://docs.unity3d.com/Manual/GraphicsEmulation.html) page for further details and a list of compliant hardware.

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