A minimal sample of how to integrate our asset to Better Shaders made shaders is included with the asset, in the Additional Resources folder. The process is quite straightforward and very similar to the way it is handled in standard ShaderLab. Be aware that Better Shaders is not officially supported and you are expected to handle the implementation of our asset with your own custom shaders by yourself, and some proficiency in writing shaders is expected in order to integrate our asset and Better Shaders made shaders. This small guide is simply a starting point in how to do so.
First, you will need to have a _ReflectionTex property declared as a texture sampler. Then you will need to unwrap it in screen space, using the screen position coordinates as its UVs. If you want to support VR-enabled reflections you will also need a float parameter called _VRMode and to do some small modifications to the x-coordinate depending on which eye is currently rendering.
BEGIN_OPTIONSEND_OPTIONSBEGIN_PROPERTIES//Our property for Reflection textures has to be the Reflection Tex property[HideInInspector]_ReflectionTex("Reflection Tex", 2D) = "white" {}END_PROPERTIESBEGIN_CBUFFEREND_CBUFFERBEGIN_CODEsampler2D _ReflectionTex;float _VRMode;void SurfaceFunction(inout Surface o, ShaderData d){//The Reflection UVs will be the screen coordinates with an adjusted x coordinate for VR supportfloat2 refUV = d.screenUV;refUV.x = lerp(refUV.x, refUV.x / 2.0 + 0.5 * unity_StereoEyeIndex, _VRMode );o.Albedo = tex2D(_ReflectionTex, refUV).rgb;}END_CODE