Just take the unity example reflective water asset and trim out what you don't need. Start with simplifying the shader, remove all the wave distortions etc.
Basically you need to render the mirrored camera to the texture, but clip whatever's in front (or behind, from the reflection's point of view) of the mirror. The cheapest way is to hack the camera's clipping frustum, just like in the example water, take a look at the script.
Then you need to apply the camera to your mirror mesh in a screen space, not in model space (but again, that's covered by the unity water)
Additional tip, to make the mirror extra cool, you could duplicate and mirror all the lights that would normally affect the mirror mesh, and generate an inverted mirror mesh (something like a big plane with a hole instead of mirror) to use as shadow caster. This will create an effect of the light being actually reflected, lighting different parts of the world
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