bevyengine / bevyengine/bevy

Add planar reflections example

Open
#18,803 0 comments 2 reactions 0 assignees View on GitHub
A-Rendering C-Examples S-Ready-For-Implementation
Dominant language
Rust
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Forks
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Avg merge
3d 16h
Merged PRs (30d)
171

Description

## What problem does this solve or what need does it fill?

Sharp and accurate reflections for mirrors or water surfaces.
Easy to Implement.
Much cheaper than ray-traced reflections, making them ideal for low-end hardware or performance-critical applications (e.g., VR, mobile), avoiding the heavy BVH traversal of RT.
Unlike screen-space reflections (SSR), planar reflections work even when reflected objects are off-screen, making them more reliable.
No temporal flickering or disocclusion artifacts common in SSR.
No need for hardware-accelerated RT cores or complex denoising.

## What alternative(s) have you considered?

Wait for RT.

## Additional context

Possible optimizations:
Add dynamic resolution scaling, based on quality settings.
Scene only rendered second time if reflection mask is visible.

Contributor guide

Open the contributing guide

Research direction

No files, tests, or entry points are named. Begin by locating the existing rendering examples and reflection-related entry points, then clarify the intended API, supported surfaces, and quality behavior; done should be a working planar-reflections example with agreed performance and visibility optimizations.

Written by the indexing model from the issue text.

Assessment

Tech stack
rust
Domain
computer-graphics, game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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