The post process works pretty well. But I have an issue where there is some kind of reflection aliasing a you can see in the playground: https://playground.babylonjs.com/#PIZ1GK#180
Hey @PichouPichou
Unfortunately this exactly why SSR are not the ultimate solution for reflections. This glitch is due to the lack of informations. You can find the same issue in the official documentation of UE4: Screen Space Reflections | Unreal Engine Documentation
@PichouPichou, off the top of my head, I would create a custom node material using the new PBR nodes that @Evgeni_Popov made to apply to your ground material. Wire up the basic nodes (base color, metallic and roughness through reflectivity, perturbed normal) and then wire up a reflection node that you pass a texture node into the color input. You can find the basic wiring requirements in the sample PGs for PBR in node material to answer any questions about how to use the node.
Make sure to name your texture nodes and then use getBlockByName to assign your base color/orm/normal textures to the node material. You will also use getBlockByName to assign your mirror texture to the reflection texture input block. Now that you have the basics wired up, you can do a lot with the mirror texture.
This includes using a noise block to modify the UV input to the reflection texture that mirror texture is assigned to. Any distortion you want in your reflection can be passed into the UV values driving the texture. You could use the surface normal X and Y to distort the UV coordinates, pass in a noise texture, use vertex color to distort, or any other technique that gives you the control you need. I hope this points you in a direction that you can experiment with. Let me know if you have more questions or run into anything unexpected.