Mirror shader

I’m not sure to understand the expression “glancing angles” (goggle translator was useless…).
Do you mean when the camera forward vector is almost parallel to the reflective plan?
If so: I asked myself the same question and I searched for images of reflecting marbles. It appeared that you could have clear and strong reflections even if you’re in front of a marble surface if it’s perfectly polished.
But I think you’re right: reflections would increase when approaching to “glancing angles”, just like a glass. And using a Fresnel falloff to increase/decrease would be necessary here. It is not implemented yet in the video.