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Can a shader cull by plane or volume test?
Wondering if I can do this with a shader: I want to render things when they are completely on one side of a given plane (or inside a given volume). I figure I could check AABB bounds via a script. I'm trying to avoid putting a special shader on every object, or a script on every object. I tried the DepthMask shader, but it will draw things which protrude through the depth masked surface(s). I need it to check for the whole object in or out.
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