This project and work owes a lot to: Oogst 3D so firstly I’d like to thank him for the implementation and paper first and foremost and then also the humans over at the Unity forum for explaining many ways to implement this shader code.
Image Source: http://interiormapping.oogst3d.net/
The above image explains best what the concept of interior mapping is, this technique was developed for use in titles I have worked on in the past.
Below is an example test scene which I used to correct align the windows. We can see its possible to use windows that aren’t perpendicular to create the illusion.
These windows are also spread across multiple geometric frames, to maintain the illusion, the requirement is to ensure they all have the same material and the normals are edited to be aligned in the same direction.
The final result:
Textured example of how a front image can be layered over to create a greater sense of a room existing behind the window. Potentially normal mapping and regular lighting and shading effects can be added to this, including layers which can be cut out at varying depths to further push the illusion
There is a post on the Unity forums, which is where I sourced the textures for the following two images.
The above examples show how a 2D plane can be made to look like a room or many rooms with varying depths using a texture atlas and pseudo-random look up.