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godot shaders

Interior mapping of fake rooms behind windows

Fill a flat building facade with rooms that have depth: each window cell ray-casts into a virtual box room and shades its back wall, side walls, floor and ceiling procedurally, with per-room colours and lights.

Recorded render of Interior mapping of fake rooms behind windows

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • component.json
  • demo.tscn
  • inspect_shader.py
  • interior_mapping_rooms.gdshader
  • material.tres
  • preview.png
  • test_package.py
  • verification/native.json

How it works

Shader type
spatial
Parameters
rooms_across (float = 4), rooms_down (float = 4), room_depth (float = 1), wall_color (vec4 = 0.78, 0.72, 0.62, 1), floor_color (vec4 = 0.42, 0.3, 0.2, 1), ceiling_color (vec4 = 0.92, 0.92, 0.9, 1), frame_color (vec4 = 0.16, 0.17, 0.2, 1), frame_width (float = 0.08) and 2 more
Use it on
A flat facade mesh (quad or box side) with UVs and tangents; one UV unit spans the window grid.
Result
A wall of windows, each showing a small room with walls, floor and ceiling that shift with the view.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/interior_mapping_rooms/

Recorded checks

godot 4.7.2.stable.official.ed1daf0bf

  • contract_static
  • engine_run
  • engine_log_clean
  • shader_in_scene
  • capture_written
  • render_not_uniform
  • shader_changes_pixels

Limits to consider

Rooms are boxes without furniture; all rooms share one layout. The facade must be flat and its UVs unstretched, or rooms skew. Glass reflection is a fixed colour, not the environment.