Antichamber (developed and published by (Demruth) Alexander Bruce, 2013) is a first-person puzzle game where the world changes based on your current observation. Depending on the angle of viewing places, your current path or your view angle, the environment appears to change.
Mysteries of Old Peking (published by MB Games, 1987) is a detective board game where players try to solve a murder mystery via an interactive story. The part I want to focus on is that in this game, some cards contain content which isn’t visible until a colored filter is applied on the top of it and masks colors censoring the clues.
I want to explore visual content changing depending on the perspective and objects held by the user, via creating a simple demo in Unity which experiments with camera-view shaders.
I've created a simple demo with a cube, wearing an invisible/transparent shader on it. Inside the cube are located 4 objects, all stacking together, wearing a shader that isn't visible at bare camera. On each side of the cube, I've placed an invisible quad wearing a shader allowing to see only the objects of a certain stencil ID.
Using this method, I was successfully able to achieve some kind of weird space-location demo, which is probably my favorite effect ever.
No body allowed!