This project was a module I built to support the quality of our higher quality product spins. This particular implementation was used for on demand spins currently being used on La-Z-Boys website for their product page imagery.
It was built on top of our custom rendering pipeline inside of Unity uses a chain of post effects along with a secondary camera, to achieve the effect. The second camera is placed directly beneath the main camera pointed up at an inverse view angle. I then use a replacement shader on the secondary camera to render the product into a texture where I can control visibility (y-cutoff) and blur. The material on the ground plane then is able to control opacity and overall visibility of the reflections.
In all, it does provide a nice result, with some definite pro's over a more standard screen space reflection implementation. The main advantage being sight, the reflection camera can see the geo that is normally not visible and needs to be dealt with in tricky ways for a screen space reflection implementation.
Admitted limitations do involve performance, however, where you would not want to use this for a full complex scene as you do have to essentially render everything twice to produce the effect. Though for the sake of the effect you could easily tone back quality by using less intense replacement shaders since you will likely blur the reflections and make them more transparent, with a cutoff.