func_reflective_glass is an existing brush entity available with all versions of Mapbase.

Used to produce perfectly reflective glass that renders world + entities. Typically, you want your glass brush to have nodraw on all non-reflective surfaces and you want to use a shader like lightmappedreflective in your material applied to the non-nodraw surfaces. See hl2/materials/glass/reflectiveglass001.vmt for an example. NOTE: currently, you cannot use reflective glass in scenes with water, and you can only have 1 reflective glass in your view frustum ( + pvs ) at a time.



KeyValues

- Reflection render target (ReflectRenderTarget) <choices>
Makes this mirror target a specific RT texture for its reflection instead of just _rt_WaterReflection. You can manually type in any RT texture name if you know what you're doing or leave this blank to disable reflection entirely.
- Refraction render target (RefractRenderTarget) <choices>
Makes this mirror target a specific RT texture for its refraction instead of just _rt_WaterRefraction. You can manually type in any RT texture name if you know what you're doing or leave this blank to disable refraction entirely.

Inputs

- SetReflectRenderTarget <string>
Sets the reflection render target.
- SetRefractRenderTarget <string>
Sets the refraction render target.