reflection probe is just cubemap at point, not suitable

SSR is just screen fx with screen texture, not suitable.

I think suitable ways is:
* unity FXWaterPro use separate render, upwater for reflection and render underwater for refraction,then mix it
// Setup oblique projection matrix so that near plane is our reflection
// plane. This way we clip everything below/above it for free.
Vector4 clipPlane = CameraSpacePlane(reflectionCamera, pos, normal, 1.0f);
reflectionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane); // separate at water plane , only render upwater
// Set custom culling matrix from the current camera
reflectionCamera.cullingMatrix = cam.projectionMatrix * cam.worldToCameraMatrix;
this way is fine for plane reflect, but not suitable for ocean with vertex wave .I don't konw how to get it in godot3.
- real time ray tracing
I think it perfect way for reflection and refraction. feature not support yet.
I will leave reflection aside until find a way to achieve.