Not draw mesh after certain distance?

Hello, I am curious to know, is it possible to make a shader that will not draw the mesh its on if the point on the given mesh is a certain distance away from camera AND also have it actually not process/draw the verices that are over that distance away.

Basically what I am wanting to do is implement a fog / distance culling system on a per object basis. Is that possible?

You can avoid that parts of the vertex shader are executed but usually the vertex shader is at least started for each vertex.
The only alternative might be to use a geometry shader in a clever way.

That’s certainly possible but it would require a script, not a shader.

You can set different far clipping planes for different layers, I think that should work.

I don’t know whether Unity applies a per-object clipping at the far clipping plane. It does apply a per-object clipping at the other sides of the viewing frustum. If it also clips at the far clipping plane, then that’s the best way to go.