Hello,
I have a mesh that is rendered with a vertex shader with custom matrices that completely modifies its position. The default bounding box of the object (renderer.bounds) no longer represent the resulting bounds of the object and it is frustum culled when rendered whereas it should be visible.
Is there a way to override the current bounding box of an object or disable the frustum culling for this object (tell Unity to always render this object) ? The renderer.bounds property is Read-Only.
Currenty I will have to render the mesh manually with Graphics.DrawMeshNow but this is not really convenient.