Godot 4.4.1 and previously Godot 4.3 and 4.4
So the problem itself is that the foliage visibility range seems to shrink the closer to 0, 0(x, z) the camera is when the camera is at a certain height(the angle doesn’t seem to matter). This has happened in 4.3, 4.4 and 4.4.1.
Video example:
The code that creates the foliage if it helps:
var rid:RID = RenderingServer.instance_create() # CREATE RID
RenderingServer.instance_set_scenario(rid, get_world_3d().scenario) # SET RID SCENARIO
var idx:int = int(remap(deco_manager.noise.get_noise_2dv(pos+Vector2(5,0)), -1, 1, 0, type.variant_bases.size()-1))
RenderingServer.instance_set_base(rid, type.variant_bases[idx]) # SET RID BASE
var height:float = deco_manager.map_manager.get_height_at_true_position(true_point)
#print(height)
var trans:Transform3D = Transform3D(Basis.IDENTITY, Vector3(pos.x, height, pos.y))
trans = trans.scaled_local(type.variant_scales[idx])
RenderingServer.instance_set_transform(rid, trans) # SET RID TRANSFORM
var aabb:AABB = AABB()
aabb.position = -type.variant_scales[idx]/2
aabb.size = type.variant_scales[idx]
RenderingServer.instance_set_custom_aabb(rid, aabb) # SET BLOWN UP AABB
#RenderingServer.instance_geometry_set_lod_bias(rid, 128.0) # DOES NOTHING
RenderingServer.instance_geometry_set_visibility_range(rid, 0, 300, 0, 25, RenderingServer.VISIBILITY_RANGE_FADE_SELF) # SET RID VISIBILITY RANGE
#RenderingServer.instance_geometry_set_cawst_shadows_setting(rid, RenderingServer.SHADOW_CASTING_SETTING_DOUBLE_SIDED)
RenderingServer.instance_set_layer_mask(rid, deco_manager.deco_mask) # SET CORRECT RENDER LAYER MASK