This is an updated version of the Reflection Plugin created by Razchek with some additional features and fixes that provide more control over reflective materials and non-realtime updating for performance increases.
Example Usage: MODULE { name = ReflectiveShaderModule
// Lower values for performance, higher values for aesthetics (you shouldn't ever need to go higher than 1024).
CubeMapSize = 128
// How deep the reflection will be ("how far the reflection camera will view")
FarClipPlane = 500000000
// How far away must something be before it is reflected
//NearClipPlane = 1
// Set to false to render all 6 faces of the CubeMap at once (six times slower~)
// The shader to find. The reflective shaders are:
// Reflective/Diffuse
// Reflective/Specular
// Reflective/VertexLit
// Reflective/Bumped Diffuse
// Reflective/Bumped Specular
// Reflective/Bumped Unlit
// Reflective/Bumped VertexLit
// Reflective/Parallax Diffuse
// Reflective/Parallax Specular
ShaderName = Reflective/Bumped
realTimeReflection = False
updateRate = 300
// The height of the parallax map. Values are accepted between 0.005 and 0.08.
ParallaxHeight = 0.005
// How reflective the reflection will be (Weakest 0.0 - 1.0 Strongest).
ReflectionStrength = 1.0
//ReflectionColor = 0, 0, 0, 0
// Use this variable to specify which meshes to apply the shader to.
// Not using this variable will default to the first found mesh.
// Use the actual mesh name for the value. Or you could use:
// all - to replace the shader on all meshes in the model.
//MeshesToChange = polymsh,polymsh_detached,polymsh_detached1
// How shiny the specularity will be (if specular).
// This value will be automatically set if it already exists on the previous shader and is not defined here.
Shininess = 1.0
// These variables should be used together only.
// These values will be automatically set if they already exist on the previous shader and are not defined here
//SpecColorR = 0.5
//SpecColorG = 0.5
//SpecColorB = 0.5
//SpecColorA = 0.5
}