I'm currently working on a project which involves a lot of puddles marked out on the floor, which I want to be reflective. I think I will try to use a cubemap for the environment, but I was going to try to mirror my character and render her upside-down to create her 'reflection'.

Imagine the salami-esque circles on the floor were puddles.
I'm using RenderOrder to get my character to be drawn early (after the ground, but before everything else). Is it at all possible to 'mask out' this render? How could I mask out everything except the puddle areas?
Also, how do I 'mirror' a mesh, as in convert it to be flipped on one axis? Flipmesh is something entirely different, and rotation isn't ideal either.
I could use an updated cubemap, but I feel this would be incompatible on older hardware and also might not line up precisely with the character.

Imagine the salami-esque circles on the floor were puddles.
I'm using RenderOrder to get my character to be drawn early (after the ground, but before everything else). Is it at all possible to 'mask out' this render? How could I mask out everything except the puddle areas?
Also, how do I 'mirror' a mesh, as in convert it to be flipped on one axis? Flipmesh is something entirely different, and rotation isn't ideal either.
I could use an updated cubemap, but I feel this would be incompatible on older hardware and also might not line up precisely with the character.