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My take on shaders : Interior Mapping (Harry Alisavakis)

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Harry Alisavakis

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Interior mapping suggests rooms behind flat window quads without extra geometry, a parallax-family facade trick. The post notes renewed interest after Spider-Man on PS4 and points to community breakdowns and Alan Zucconi's showcase.

Harry Alisavakis wrote this April 2019 entry beside his parallax series, simplifying a Unity forum shader and WebGL demo into a teachable surface shader while leaving part of the cubemap math as a small black box.

The Built-in Render Pipeline sample combines Standard PBR maps, a wall-versus-window mask, and an interior cubemap. DisableBatching preserves tangent-space view vectors per building piece.

A shared vertex pass feeds a compact surf ray-march that lerps exterior albedo with cubemap samples on masked pixels. Code is CC0 for intermediate Unity shader readers; the URL is indexed in the Cyanilux resources gist.