[EDIT]
My original question about the Sun has been solved.
However, I would like to extend this question (and the request) to the addition of a Night Sky and a secondary celestial body on the sky, namely the Moon (which, as the looking-up-aficionados among us know, rises 6 hours after the sun).
I suppose it’s relatively trivial to add a second sun by editing the procedural skybox shader, but it needs a texture/phases and whatnot, and we still need to be able to blend to stars. For my purposes, I’m assuming any clouds should be handled in a separate shader/object(s) in the game world.
And as a temporary solution, as it has been asked on SO, how could we blend between the Unity 5 Procedural Skybox, and a regular Night Sky Skybox?
Thanks!
PS: I would like to edit the thread title to “please add Night Sky support”, but I can’t…
Here’s the original post:
I am not trying to be a smartass, but when you show off that you can have a directional light which is represented by a star in the sky, and that you can rotate it so that the sky gets golden at dusk, you’re not accounting for the star’s size and color.
When the star is close to the horizon, on a planet which has an atmosphere, the star appears big and red-ish (color depends on the star and atmosphere I guess). Either way, what we have now is how the sunset looks on Mars, not Earth.
Until you fix this, what are people’s thoughts on what would be a nice way to simulate this myself? Should I just make a quad with a sun on it, place it at the end of the skybox and parent it to the directional light, and handle movement, size, color and other distortions myself?
Is there a way to access the part of Unity code that specifies which colors the sky takes at which times of day? Alternatively, how are they calculated?
Cheers