I am using a 2 camera LOD system for all the geometry in the scene. One camera sees only the high poly layer, the other sees only the low poly layer when a certain distance is reached. During aerial views (eg. player climbs to a lookout tower) the player can see almost the entire scene, so having all objects culled beyond a certain distance looks very strange when this high from the ground (while grounded it works fine).
The question then is: Is there a way to simulate and be able to control a vanishing point in Unity?
To elaborate, is there a way to smoothly blend between whether an object is culled or not, since at the moment the distance culling creates an obvious edge when viewing the environment from an aerial view. I have seen a number of professional games use a vanishing point system for their aerial views, in which large environments gradual blend out towards the horizon, almost as if the outer edges were disappearing into a sort of fog or semi transparent layer. At the moment I am testing a system with a large hemisphere which blends from completely transparent at the top, to opaque at ground level. This system is rather clumsy however. Does anyone have a better suggestion?