Particle system with shader that moves vertices into view frustum is culled unfairly.
I am building a Particle system that renders particles that are very far away! The particle as specified by the emit function is outside the camera's clip plane. So unity culls them. However, they should be rendered because in the vertex shader I pull them back to the camera.
I have cull mode set to always simulate. But that doesn't seem to force them to draw.
When i enable the "Show Bounds" it appears the bounding box is outside of the view frustum ( the z-depth should actually be ok in the rendering since i am manually setting that to be ok).
What is the best way to force unity to draw a particle system no matter what? Is there a way to override the bounding box size for the situation where you are moving vertices around in the shaders or just disable the culling phase?
Thank you for your time.
Hi @TheElumenati , did you ever get a resolution to this? I have exactly the same issue!
I never got any response to this. I ended up just putting in dummy particles in the data set to make the bounding box huge. I don't like it one bit especially in the context of INFO VIZ because they you have some garbage data you need to deal with.
Please excuse my super fancy illustration below, but I think you will get the idea.
.<-dummy particle
| ........................
viewer< | ..real particles..
| ..........................
CLIP
PLANE
.<-dummy particle
Ah, Unity - why oh why does this need to be so complicated. @TheElumenati what are your dummy particles, are they invisible? How did you emit just a few off like that, and control where they went? Is it a one-off or do they need to keep emitting?
Your answer
![](https://koobas.hobune.stream/wayback/20220613013003im_/https://answers.unity.com/themes/thub/images/avi.jpg)