The window shader was a deeply collaborative effort. My responsibility was revamping it for this project, adding curtain variations (which utilize depth offset for the impression of depth), and support for the implementation of parallax occlusion interiors (not to be confused with the RT interiors) which use emissive cubemaps and required a custom baking pipeline. James Answer created the HDA that was used for the whole pipeline, and Giacomino Veltri custom integrated this into the engine for renders. Additional tweaks were made with Xray Halperin for fitting to production assets.
Jahrain Jackson created the window techniques used in this project, including RT and parallax occlusion interiors. Brandon Shihabi provided support for custom curtain instancing. Many ADs and environment artists authored the interiors, baked them, and provided helpful feedback along the way.