P0-P-172: Part 76: Surface to Space Atmospheric Transition
I have discovered an easy solution to a problem that I was having with the Space Environment. The skybox was not changing depending on the players position, and so I wrote a relatively simple script to blend a starfield skybox with a regular skybox based on the players distance above the planet.
Despite it’s simplicity, this actually works very well. I can also extend this by adding other sky types, but I think in future I will use procedural skyboxes, ie, shaders. This would give me a much more powerful ability to create not just different types of skies (morning, evening, etc) but also nebulae, deep space starfields, etc.
Creating each skybox as a set of 6 static images in an external program, and then blending them is not a viable solution for the long term, but it does give me proof of concept.

20/12/2016 , 04:01:15 AM
Unity Personal (64bit) – P0Main.unity – New Unity Project – PC, Mac & Linux Standalone

20/12/2016 , 04:01:06 AM
Unity Personal (64bit) – P0Main.unity – New Unity Project – PC, Mac & Linux Standalone

20/12/2016 , 04:00:40 AM
Unity Personal (64bit) – P0Main.unity – New Unity Project – PC, Mac & Linux Standalone

20/12/2016 , 04:00:15 AM
Unity Personal (64bit) – P0Main.unity – New Unity Project – PC, Mac & Linux Standalone

20/12/2016 , 04:01:22 AM
Unity Personal (64bit) – P0Main.unity – New Unity Project – PC, Mac & Linux Standalone

20/12/2016 , 08:12:28 PM
Unity Personal (64bit) – P0Main.unity – New Unity Project – PC, Mac & Linux Standalone
