If you want to go down the SSR route, I’d suggest using basic shading on the water plane, and a stationary skylight to provide a generic reflection for your space wherever SSR fails. If you want per-pixel lighting in the forward shading path, it’s obviously going to be very expensive, but you need to set “r.ForwardLighting 1” in the console command, otherwise you won’t see any specular highlights on any glass materials at all.