This article explains the process of creating materials with angle-dependent texture changes. Shows the principles of lenticular technology and provides step-by-step instruction for creating material that transforms with every shift in the viewer's perspective.
One way to set this up is with 2 falloff maps:
The first falloff is connected to the material. The blue (Color A) of Falloff 1 is the middle color/texture - the one you see looking straight at the surface. Here is the material configuration:
The second Falloff map is plugged in Color B. The green color/texture will appear on the left and the red - on the right. It is configured as follows:
Note: with this setup is that you can't control the falloffs - they are always linear.
For better control, you can apply the same logic but use Mix maps instead, where the falloff textures are used as a mix value.
This way the result from each falloff can be remapped with a bezier or spline curve correction:
Download the materials below: