2D cullling not respecting vertex shader

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:bust_in_silhouette: Asked By mphe


I have a vertex shader that potentially transforms vertices far beyond the usual bounds.
When the object with its original vertex positions goes out of camera bounds, Godot will cull it, even though it is still visible due to the vertex shader calculating different vertex positions.

Is there any way to increase the cull box or just disable culling per object in 2D?
I haven’t found anything 2D related in the docs or by searching.