Disabling/Controlling mesh culling

I’m working quite a lot with shaders doing quite a lot of world offsetting at the moment, and it’s rapidly becoming clear that simply changing render bounds is not going to be enough. Some of my shaders are utilising the bounds for other calculations so changing them is causing its own set of issues anyway. I know that occlusion culling can be simply disabled, but it’s actually view frustum culling that’s causing the main issue for me. Is there any way I can control this? I’ve tried using a second camera with a larger frustum or visibility volumes just in case either of these worked, they sadly didn’t. Even simply being able to turn frustum culling off, and leaving me to do my own logic for making objects invisible would be fine for what I’m doing. Does anyone have any ideas?

do you ever get a solution for this? I have the same problem

Unfortunately not, we ended up manually authoring a lot of the bounds, but it’s actually still an issue for us.