> What I found is that as long as ALL my child nodes were within ~2K units (pixels?) within each other then SKEffectsNode was ok. As child nodes spread further clipping began to occur around them.
This is quite interesting, so to recap, I guess they try to best fit the SKEffectNodes "around" it's child nodes in a single GPU texture, and if some happend to be outside the 4Kx4K pixel range (so 2K x 2K points @2x), they just get excluded and it silently fails. It's a bit less worse than my first assumption.
So I guess the problem also appear when using a shader on SKScene, since everything is a child node, it just can't best fit everything, and as you move around with SKCamera, it just fails when you move around too much.
As to why they do it, you can only apply a pixel shader to a GPU texture, so they kinda have to. What they could do is do some tiling and not just use one huge texture.
Workaround, what about splitting your scene in chunks (you would do the tiling I mentionned above yourself) ? Do you think you can work that ? It may be a bit impractical depending on the size of your scene but you can probably optimize performances a lot. It really depends on your game type I guess.
Regarding radar, see here : https://developer.apple.com/bug-reporting/
I'll see if I have some free time this week end to file the bug too.