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Packages/2D Water Reflection Pro/Your first reflection
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Your first reflection

Create one Planar surface and understand source and destination geometry.

English guideSource: Unity 6000.3.13f1 · URP 17.3.011 October 2026

Start with a single Planar surface so capture geometry and draw order are easy to inspect.

Create one working surface#

  1. Place a SpriteRenderer above the intended waterline. Set Main Camera to Orthographic with rotation (0, 0, 0), and keep the sprite in view.
  2. Choose Tools > ERAGANX > 2D Water Reflection > Create Water Reflection. The selected object has a Reflection Surface component; a manager is created if needed.
  3. Move the surface Transform to the waterline and start with positive unit scale. Horizontal output extends down from this position.
  4. Assign Source Camera, set Surface Size = (10, 3) and choose Planar. Set Output sorting so the reflection is above the water bed and below foreground banks.
  5. Set Capture Region = X -5, Y 0, W 10, H 3. This includes source content five units left/right and zero to three units above the plane.
  6. Include the source sprite's object layer; exclude unwanted water backgrounds and shore decoration. Begin without exact-object or sorting-layer restrictions.
  7. Enable Editor Preview in Optimization, or enter Play Mode. Keep Visual Effects off while checking the sprite appears below the waterline.
  8. Save in Edit Mode. Add a separate water-bed sprite if you want an opaque background behind transparent reflection areas.

What you should see: selected content appears inside the destination rectangle. Empty source areas remain transparent when Background Color alpha is 0. A surface does not create a player controller, collider or water texture.

Source and destination are separate#

Capture Region frames the source content. Surface Size defines the displayed destination. Both use the surface's local plane coordinates; Transform position places the plane and Transform scale changes world size.

GeometryConvention
Horizontal water or mirrorPlane at local Y = 0. Source on positive local Y; destination below it on negative local Y. Width runs along local X.
Vertical MirrorPlane at local X = 0. Source on positive local X; destination to the left on negative local X. Plane coordinates (tangent X, normal Y) map to local (Y, -X).
ResizingSurface Size/Scene View handles resize the destination. Capture Region is edited separately.
Alpha shapeChanges the silhouette within the destination; capture and visibility bounds remain rectangular.

Capture enough source content for the destination and intended camera framing. For a shape sprite, Match sprite aspect adjusts destination height while retaining width, preserving the silhouette's proportions.

Verify the basic result#

Check the destination is in the source camera view, the source sprite passes layer filters, and output sorting places the reflection where you expect. Use Layers & capture region for source framing, and Advanced & diagnostics for status messages.

Adapted from the supplied guide · PDF pages 6–7.View source guide ↗
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