Currently I just a skybox in the space emission channel for PBS sky, but the obvious problem being that I can’t use Realtime Shaders for dynamic effects.
For some reason 3D meshes don’t receive atmospheric scattering results when using PBS sky in unity. This is what it looks like when trying to place an sphere pretty far away:
Oh…if you want to use a 3d object how about using custom pass ? you should be able to specify which renderer/layers and inject at which point it will be rendered.
That the atmospheric scattering doesn’t apply to objects is really a big drawback of the PBS…
I really hope that Unity will implement it asap.
However you can kinda hack it in using fog that is as high as the planet’s atmosphere and it’s max distance twice as long.
This is what I was able to achieve;
Fog of that height usually blocks almost all light, but there’s a way to avoid that behavior.
You have to install HDRP’s “Configuration Editable Package”, then navigate to it’s “Runtime” folder and add the following line into “ShaderConfig.cs.hlsl”
#define LIGHT_EVALUATION_NO_HEIGHT_FOG
I hope that helps a bit.
This solution is not really physically correct, but it’s better than nothing.