Yeah it’s planar reflection according to the code. @drcmda it would be better to adapt the title since there is a really big difference between planar and screenspace reflections.
im so naive - i had no idea there’s a terminology for this, i knew the SSR thing from blender and just assumed this is how it’s called when the bottom reflects up, but yes, it’s using a camera that’s looking upwards and this is rendered on a texture, then blurred.
(so SSR uses something like raycasting, is this correct?)
SSR is basically reflections done entirely in screenspace, the scene depth and normals are rendered to buffers and at the SSR pass it is marched from the surface till it hits what is reflecting, this allows any surface like a sphere to reflect what the camera captures.
This is also one of the minor-to-stronger disadvantages, as it can only reflect what’s on the screen unless a more advanced implementation with a cubemap is used but that still also can’t reflect what was occluded. A bigger issue is the cost of this which is the biggest out of most common post-processing effects.
A planar reflection is relatively cheap without those limitations and perfectly suited for scenes like yours.