Well, there’s 2 ways I see of doing it. Either one; use a custom lens flare effect that samples multiple points for intensity, or two; do exactly what you said and combine the skybox shaders. If it is just the sun you need, you can always fake it by using dot products. The following example is a copy of the old six sided skybox shader with a sun overlay;
Shader "Skybox/6 Sided With Sun" {
Properties {
_Tint ("Tint Color", Color) = (.5, .5, .5, .5)
_Sun ("Sun Size", Float) = 2.5
_SunPow ("Sun Intensity", Float) = 4.0
[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
_Rotation ("Rotation", Range(0, 360)) = 0
[NoScaleOffset] _FrontTex ("Front [+Z] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _BackTex ("Back [-Z] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _LeftTex ("Left [+X] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _RightTex ("Right [-X] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _UpTex ("Up [+Y] (HDR)", 2D) = "grey" {}
[NoScaleOffset] _DownTex ("Down [-Y] (HDR)", 2D) = "grey" {}
}
SubShader {
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
Cull Off ZWrite Off
CGINCLUDE
#include "UnityCG.cginc"
#include "Lighting.cginc"
half4 _Tint;
half _Sun;
half _SunPow;
half _Exposure;
float _Rotation;
float3 RotateAroundYInDegrees (float3 vertex, float degrees)
{
float alpha = degrees * UNITY_PI / 180.0;
float sina, cosa;
sincos(alpha, sina, cosa);
float2x2 m = float2x2(cosa, -sina, sina, cosa);
return float3(mul(m, vertex.xz), vertex.y).xzy;
}
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float3 viewDir : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 rotated = RotateAroundYInDegrees(v.vertex, _Rotation);
o.vertex = UnityObjectToClipPos(rotated);
o.texcoord = v.texcoord;
o.viewDir = WorldSpaceViewDir (v.vertex);
return o;
}
half4 skybox_frag (v2f i, sampler2D smp, half4 smpDecode)
{
half4 tex = tex2D (smp, i.texcoord);
half3 c = DecodeHDR (tex, smpDecode);
c = c * _Tint.rgb * unity_ColorSpaceDouble.rgb;
c *= _Exposure;
half spec = pow (max (0, dot (normalize (i.viewDir), -_WorldSpaceLightPos0)), pow (_Sun, 8)) * _SunPow;
return half4(c + _LightColor0 * spec, 1);
}
ENDCG
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
sampler2D _FrontTex;
half4 _FrontTex_HDR;
half4 frag (v2f i) : SV_Target { return skybox_frag(i,_FrontTex, _FrontTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
sampler2D _BackTex;
half4 _BackTex_HDR;
half4 frag (v2f i) : SV_Target { return skybox_frag(i,_BackTex, _BackTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
sampler2D _LeftTex;
half4 _LeftTex_HDR;
half4 frag (v2f i) : SV_Target { return skybox_frag(i,_LeftTex, _LeftTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
sampler2D _RightTex;
half4 _RightTex_HDR;
half4 frag (v2f i) : SV_Target { return skybox_frag(i,_RightTex, _RightTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
sampler2D _UpTex;
half4 _UpTex_HDR;
half4 frag (v2f i) : SV_Target { return skybox_frag(i,_UpTex, _UpTex_HDR); }
ENDCG
}
Pass{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
sampler2D _DownTex;
half4 _DownTex_HDR;
half4 frag (v2f i) : SV_Target { return skybox_frag(i,_DownTex, _DownTex_HDR); }
ENDCG
}
}
}
Just keep in mind that the larger the “Sun Size” property, the smaller the sun is.