culling otherwise does not exist unless you own pro and use umbra (does not exist means it uses only frustum culling). you would work with the renderer or gameobject itself if you want to control whats being rendered
The question I think is why do you want to draw something that is not rendered on any camera? Maybe there is an easier way than trying to override the built in optimizations.
It’s easy to deactivate and not draw something, but it’s likely going to be frustrating to pass something to the graphics card that gets culled out.
Is it a model or it is a plane? If it is a model, it should have both faces showing before being imported into Unity. If its a plane from the editor, it is only one-sided.
You can create a shader with the appropriate culling parameters
Use Cull Back | Front | Off
This would require a custom shader for that object (don’t apply it to objects that need to be backfaced culled or you will be putting a lot of extra pressure on the GPU). To bypass the custom shader idea you just need to export the model as double sided. I suggest exporting as double sided.
If you have a 3D modelling program of any kind, it is trivial to create your own custom Plane model that you can use instead of the built in. If not you can get Blender for free. This would allow you to export your planes as double sided and have it rendered appropriately. It is significantly safer and cleaner than trying to custom shade individual objects and meshes that need to not be backface culled (you want to change states in the middle of a draw call as infrequently as possible).
Ntero thanks for that useful link. It will come in handy shortly.
I am hoping though that for this particular case I can just set the correct state before rendering. It would make life a lot easier. If I have to change shaders everywhere I want to change states. . .then I have a lot of work ahead of me