Hi all. I have banged my head against all the different "spaces" in Unity3D projections maths stuff and gave a go with what people call "Screen Space Local Reflection" The idea is certainly not new, and some people here in Unity community has already tried them and I know for sure that the hard surface shader has it working really nicely, but there is nothing like doing it yourself. So here it is... As you can see from the picture, that I have basic stuff going... but there are still lots of improvements needs to be done. The one particular improvement that I am looking for is : When you have wrong ( or no info ) to reflect because the marched ray hits under the model or back of the model, how do you mask them and fade them away from the reflection contribution? Any comments or ideas especially from the ones who has already done this before would be more than welcome. My method is basically based on this post. http://www.gamedev.net/blog/1323/entry-2254101-real-time-local-reflections/ The above method also suffers from the same problems... Another thing is to find some better method of ray marching... Thanks!