Experimenting with environmental effects, I made a custom skybox shader with adjustable components for dynamic skies. Additionally, I made a gradient fog shader that adds depth and atmosphere, utilizing the camera's depth texture for a fullscreen shader.
To make the fog shader work, I used custom renderer feature with a full screen shader render pass.
Unity already has a built-in full screen pass renderer but in my version 2022.3.12f1, the built in full screen pass does not have
the "Before Skybox" injection point , which sets the order of the shader in the render queue. And I didn't want this fog shader to effect the skybox so I used a custom
full screen pass. You can find it here
After setting the render pass, we need to set the pass material with a full screen shader graph in which we will use the depth texture to position the gradient. We split the alpha value of the gradient to set its intensity as desired,
and we lerp the blit source and the gradient which is the final albedo.
For skybox I made 5 components. Main gradient , sun, sun halo, horizon halo and stars. All have their relative values to play around with.
The main gradient is easy as it's used alot. 3 colors with their blend multipliers.