title: Disable culling on an object
body: <p>This question is actually for Unity3D, but it can also be a more general question, so therefore I'm going to make this question as general possible.</p>
  
  <p>Suppose I have a scene with a <code>camera (near = 0.3, far = 1000, fov = 60)</code> and I want to draw a skydome that is 10000 units in radius.</p>
  
  <p>The object is not culled by the frustum of the camera, because I'm inside of the dome. But the vertices are culled by some shader somehow and the end-result looks like this:</p>
  
  <p><img src="https://i.stack.imgur.com/IU2u4.jpg" alt="My clipped skydome"></p>
  
  <p>Now my question is:</p>
  
  <blockquote>
    <p>what setting for any engine can I change to make sure that the complete object is drawn and not clipped by the far plane of the camera?</p>
  </blockquote>
  
  <p>What I don't want is:</p>
  
  <ul>
  <li>Change the far plane to 10000, because it makes the frustum less accurate</li>
  <li>Change the near plane, because my game is actually on a very low scale</li>
  <li>Change the scale of the dome, because this setting looks very realistic</li>
  </ul>