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Packages/2D Water Reflection Pro/Layers & capture region
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Layers & capture region

Select scene content and frame the source rectangle precisely.

English guideSource: Unity 6000.3.13f1 · URP 17.3.011 October 2026

First choose what can be reflected, then frame where that source content is captured. Output draw order is a separate setting.

Select layers and exact renderers#

FieldMeaning
Included LayersObject layers allowed into capture. Include only the content you need.
Excluded LayersRemove even when included. Effective mask is Included AND NOT Excluded. Generated reflection outputs are excluded automatically.
Object Filter: LayersEffective object mask, followed by sorting-layer restrictions.
Include SelectedOnly exact Renderer components in Selected Renderers can pass other filters. An empty list reflects no selected geometry.
Exclude SelectedRemove exact selected Renderer components after other filtering. Children are not expanded automatically.
Sorting layer selectionEmpty includes all sorting layers. Entries restrict captured Renderer sorting layers; this does not set output priority.

For an environment/player reflection, put scenery on Environment, actors on Actors and shore/UI/decorations on Decoration. Include Environment + Actors and exclude Decoration. Compatible lights can illuminate selected content without including unrelated geometry. Screen-space UI is not reflected.

Mixed... can be a normal multi-layer mask display. Open the mask and inspect checked layers; multi-object editing can also show mixed values.

Frame the capture rectangle#

FieldSource-plane interpretation
XLeft edge along the tangent. A centered width 21.3 starts at -21.3 / 2 = -10.65.
YNear edge along the source-side normal. Zero starts at the plane; negative Y is sanitized to zero.
WSource width. The example ends at X + W = 10.65.
HHeight away from the plane. The example captures zero to 6.8 units above a horizontal plane.

The manager also considers source-camera view and destination visibility. Raising opacity cannot reveal content outside the capture rectangle. Vertical Mirrors still use tangent/normal coordinates, mapped to local (normal, -tangent).

A practical adjustment order#

  1. Choose Planar, turn optional effects off and use a visible test sprite.
  2. Place the plane, then size the destination with Surface Size/Scene View handles.
  3. Set Capture Region to cover intended source sprites and inspect edges/camera framing.
  4. Add bounded source margin for wave/offset sampling if needed. Larger captures may require more pixels.
Adapted from the supplied guide · PDF pages 12–13.View source guide ↗
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