Physically based sky gradient ground tint

A gradient from center to outer edge would help with blending at the horizon.

You can use a texture but that's extra code to create a procedural texture and an unnecessary texture sample for a lot of use cases.

Some features like water for instance will never render out far enough to blend well. So a horizon tint/zenith shift aren't enough.

Under this video is a simple skybox gradient shader. Does this do what you want?

https://www.youtube.com/watch?v=f6zUot73-gg

https://drive.google.com/file/d/16eBF...

My post was specifically on physically based sky.