Tired of empty square fake rooms and flat cubemaps with paper-thin cutouts? Meet the next generation of fake interiors for Square, Rectangular and Tall rooms.
Make rooms look 3D from any angle using real geometry. Real Fake Interiors is a Unity shader and baking tool that takes a single room and lets you reuse it everywhere in your project.
Optimize your workflow and project performance with a solution that uses real depth data and zero geometry. Your baked rooms work across URP, HDRP, and Built-in Render Pipeline, so you’re not locked to one setup. Just place your own assets in the room and bake it with a single click using the included tool.
Small or large scale, Real Fake Interiors could make a difference in your next project.
Features
- Multiple Room Sizes: Rectangular (2x1), Square (1x1), Tall (1x2)
- Fully editable with Amplify Shader Editor (optional)
- All-in-one, HDRP, URP, BiRP package
- "Deeper Room effect", experimental
- No runtime components, shader only
- One-click Room Baker Tool
- High-quality depth and color baking
- Efficient coarse-to-fine raymarching with binary refinement
- Blue-noise jitter to reduce banding and repetition artifacts
- Multiple controls for performance tweaking
- Optional blinds / overlay texture mask support
- HDR cubemap exposure, tint, and rotation controls
- Per-instance UV tiling and material variation
- Preserves anisotropic filtering at grazing angles
- Assets are interchangeable, bake once and use on all renderers
- WebGL Support
Learn more: Amplify Wiki
Included
- Real Fake Interiors shader for HDRP, URP, BiRP.
- Base Unlit Shader: Customizable with ASE
- Create new shader types using the include shader as a starting point
- Custom optimization possible, fully editable
- Room Baker prefab and bake tool
- Bake Scene example for each renderer
Thecnical Considerations
- Ideally used with Temporal AA for best results, but works without it
- Use lower step values on farther objects for ideal performance
- "Real Fake Interiors" are an aproximation, not a 1-1 representation of the original assets
- This asset reduces polycount, CPU usage, and draw calls, but increases GPU cost. In some more demanding cases, it can be more expensive than standard POM. Optimize distant windows with lower texture detail, fewer parallax steps, and LODs where needed, which help reduce shader cost.
The media used in this page uses high-quality settings, consider checking the full list of features and limitations of this technique before purchasing on our wiki: Features and Limitations
The interiors shown in the images and videos above are not included unless explicitly stated; if you like the interior assets used you can get them with ArchVizPro Vol.2(not included). Please note that this is a shader and baking tool combo, not a pre-made interior collection pack.
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