Physically Based Sky for space games - HELP with settings

Hello guys,
I updated Unity after a few months of inactivity and started playing around with the “Physically Based Sky” (“PB Sky” from now on).
I’m actually making a space scene (I wouldn’t call it a game, I’m just being realistic lol), using the HDRP, that obviously features planets (it’s space, right?).
At the moment, planets are not landable: I might think about that option in the future, but it’s not on top of my priorities.

I’ve read that the PB Sky actually simulates the spherical planet atmoshpere, so my doubt is: should I use the PB Sky as my only sky in the scene, or could I use it just for planets while I keep using the HDRI Sky (with a star field cube map) as main skybox?
To make it simple: can I just wrap planets up with the PB Sky (one PB Sky for each planet in the scene) while I use the HDRI Sky for the space skybox?

Watching this video, I guess it’s possible (you can see planet > space seamless transition):


I tried following the docs, and I attached a Volume component to my “test planet”, set it “local” instead of “global” (is it right?), then added the PB Sky override and played a bit with the values: nothing happens. It’s not that I don’t see the effect I was looking for: I don’t see anything at all. The planet remains a simple textured sphere with no atmosphere layer. What am I doing wrong?

Thank you in advance.
Have a nice day :slight_smile:

p.s.: last time I used Unity+HDRP for my space scenes it was a few months ago, 2019.2 version. I noticed that the new HDRP included in the 2019.3 manages lights in a different way, I have to turn Exposure down in my HDRI Sky and reduce directional light intensity because everything gets too damn bright.

Buddy there’s no need for all this. you can do this in URP. Add a sphere around every single planets and give it a color(Blue for earth) and make it emissive while player is standing on the planet. It also has to be transparent.