One blunt way to do this in Unity is to set up 4 cameras surrounding your object with your desired size/field of view/etc.
In your Assets folder (or a suitable subfolder), create 4 RenderTextures for the 4 views. Assign each camera's Target Texture to one of the RenderTextures.
Now drag the 4 RenderTextures into your scene and arrange them into the pattern you want the displayed on the screen. Add a 5th camera to frame & capture this layout, setting this camera's depth to render after the other 4.
You can also skip the RenderTextures and simply have each camera render straight to the framebuffer, using the Viewport Rect properties to control which part of the screen each one renders in, and rotating the cameras themselves to orient each view of the object.
Here's a quick example of this method:

Here I still have one extra camera, rendering before all the others to clear the background to black.
I also have to make the projections dynamic meaning I have to change the projection on the basis of orientation of the tracking pad. For that I am using the Vuforia plugin (AR Camera plugin). Can you help me with that?
Also, I am could not understand the RenderTextures method. Can you please elaborate? Or post some helpful links?
– honey May 06 '16 at 17:45