After playing the new Spider-Man game for a little while, I was inspired to try replicating the interior mapping effect used on buildings in the game.
It looks a lot more convincing than the parallaxing texture techniques I’ve used before (though my setup still needs some tweaking) but I was wondering just how resource intensive this kind of material is. It uses 5 texture unputs for each fake interior wall, floor, and ceiling.
A problem with my setup now is that the fake interior only has depth if the bounding box of the mesh the material is applied to has enough depth, and doesn’t work on flat planes like I want. I’ll post images demonstrating this later.