Render Distance

Been trying to modify a shader so thats its not affected by render distance.

What i’m trying to achieve is distant planets that. Ie: 20000 world units away, but my camera has a max distance of 2000.

Ive tried variations of ZTest ZDepth, but I cant seem to get the right combination.

Any pointers? Existing Shaders available?

I dont think so
After culling ,then the shader will be taken for further process
It means render distance take effect first than your shader

Use multiple cameras. You can’t get around frustum culling with a shader, because Unity doesn’t let you turn off frustum culling.

In a completely different approach, for planet type of objects in a crowded space scene, you track the position and approximate angular size of the planet object and change its lod to a plane with the planets visible texture and draw it as backdrop on your cameras view.

here is a nice function to get the objects pixel size according to camera.

Edit: As you already know the diam variable for your planet before awake or start, its optimisation to pass it as an argument instead.

Thats a bummer, but cheers for the ideas

Will probably look at using a rendertexture with a second camera.