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How can I force a mesh to render behind all other meshes?
I'm procedurally generating the terrain in my game. This terrain is made of small chunks that are made of voxels. I want to be able to show the player terrain that is very far from them, but showing that many chunks is very inefficient.
I want to show the terrain at a distance in a lower level of detail.
I tried making low level of detail chunks. However the amount of low LOD chunks I want to show drastically slows the game down because they are each GameObjects with their own meshes.
I would like to be able to generate one huge mesh that represents the terrain at a low level of detail and somehow render that behind the high LOD mesh.
I can probably do this by adding another camera but I already have a couple of cameras and managing them all is becoming a nuisance. Is there any way I can force the low LOD terrain mesh to be rendered behind the high LOD terrain with a shader? I'm using URP.
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