I’ve been playing with some large-scale planet rendering concepts, and I’ve encountered this:
http://www.gamasutra.com/view/feature/2984/a_realtime_procedural_universe_.php
Specifically this:
“I solved both of these problems by scaling down the size and the distance of planetary bodies by modifying the model matrix. Using a defined constant for the desired far clipping plane, which I’ll call FCP for now, I exponentially scale down the distance so that everything past FCP/2 (out to infinity) is scaled down to fall between FCP/2 and FCP.”
I understand that conceptually, but is it possible to scale the model matrix’s distance in Unity? Would I just scale my planet mesh down along the camera’s look axis?