In the Tangled Shore we needed a new shader for the bubble shaped windows found throughout the destination.
The window shader needed to be flexible to create a lot of variety in the environment without creating many unique shaders.
This window contained two main elements, interior depth and interior brightness. Interior depth made the light look further deep back into the area using parallax values, and brightness changes the intensity of the light or if the light is on at all within the room.
By giving the artist's these options they made the various windows throughout the environments feel lived in and natural.