Community Shaders feature which improves reflections with an advanced reflections system.
Screen-Space Reflection Capture takes information from the screen and projects it onto a sphere, used as a cubemap. This means that once data has been seen, it can be accessed even when off-screen at the cost of accuracy. This means that reflections can reflect their environment rather than a fake scene.
This was inspired by Nostalgia Shader which first did screenspace reflection capture. Whilst the basic concept is the same, doodlum expanded on it in many ways which makes it significantly more powerful. In most cases it should feel like pure magic.
In exteriors, this data is blended with the reflections cubemap to add the sky, which changes with the time-of-day and weather.
This works in multiple stages where only one runs a frame to maximise performance:
It also extends water reflections so that they can span across the whole screen, and fully replaces interior cubemaps so that they reflect the real environment.


The ENBSeries dynamic cubemaps specification is fully supported, including complex material support. However, it comes with the following additions:
Additionally this adds fresnel as a form of cheap specular GI for dielectric surfaces. This applies to both exteriors and interiors. All surfaces now reflect their environment slightly, at grazing angles.





