Disregard camera position in matrix multiplication

I want to render an object as if the camera was in the center of the world (at location 0,0,0). Everything else in the projection should be the same as usual. Just disregard camera location.

Not that good at matrices so help would be very appreciated!

Well I guess you could do this. It’s a bit of a work-around, but it works.

o.vertex = v.vertex;
o.vertex += mul(unity_WorldToObject, _WorldSpaceCameraPos);
o.vertex = UnityObjectToClipPos(o.vertex);

Now the problem is that the object gets culled when it isn’t within the frustum. Doesn’t seem to be a way to disable frustum culling.

I don’t understand. What do you mean by disregard the camera location? you can just put the camera at point (0,0,0) and it will stay there.

It’s only for this specific object that I want to disregard the camera’s location (basically fake it as being infinitely far away).