Floor reflection rendering

I've turned on floor reflections in my ARKit game (optionally, on a slider, looks very cool on some surfaces) but there are a couple of problems. Firstly, it would be useful to not actually draw anything as the floor (reality handles that) but what I actually have is a white plane with an alpha of 0.001. This also causes z fighting so I suppose turning z write off on the floor geometry might do the trick but I can't work out how to do that.


On a related note, is it possible to have backface culling in a particle system? The particles we use to draw a trail on the floor are being rendered twice now thanks to the relection, these particles are coplaner with the floor and would be single sided if they could be.