How do I draw objects that would normally be frustum culled?

Hi, I use a shader that places vertices of objects closer to the camera. Because the camera doesnt “get” that, it frustum culls objects that should be in view. Is there a way I can extend this frustum culling range? I do not use meshes, just the SpriteRenderer.

That’s not frustum culling, that’s near clipping. You can try lowering the near clipping plane to something smaller, but that can quickly cause problems with depth accuracy in the distance potentially causing z fighting to appear. If you’re just using sprites this likely won’t be a problem. However that’ll only fix the problem so far. Eventually you’ll need your shader to clamp how close it allows object to move toward the camera.

How you should go about this will depend partially on how you’re moving things in the shader.

Im not talking about near clipping, objects that are outside of the cameras field of view as in x and y are not drawn when they should be, has nothing to do with the z-axis.

So, you’re saying you’re increasing the size or re-positioning the vertices to be in view of the camera, less getting closer to the camera.

With sprites, no, there’s no way to do that. With custom meshes you can override their bounds to be larger than what the actual mesh is to accommodate vertex manipulation.