This page describes how to create a Unity HDRP virtual sky model with the Physically Based Sky from the scratch. I used the hints from https://www.youtube.com/watch?v=tpTzwyiGByE in using the PBS.
It is assumed that there is a separate folder, named “PBR_Tutorial”, in the Project section (under Assets) where the sample scene is to be created and stored. If the folder does not exist, you can create one (or store subsequent items in your folder).
Steps
Make sure that you are using the HDRP rendering pipeline
-
download the star map, coordinate grid map, constellation boundary, and constellation shape.
store them in “Textures” folder so that other projects can use them as well.
convert the image to the Cube Shape (click the image –> Texture Shape in the Inspector –> select “Cube”. Set the right “Max Size” under “Default”
Delete everything in the current hierarchy.
Create a new scene: Right-click on the Assests folder –> Create –> Scene
Create a Global Volume: Right-click on the hierarchy –> Volume –> Global Volume
Click “New” in the Inspector panel.
Click “Add Override” –> Sky –> Physically Based Sky
Select Model–>Type = Earth (Advanced)
Click Space –> Space Emission Texture and set it to the downloaded deepsky image.
Click “Add Override” –> Visual Environment
Set Sky Type to “Physically Based Sky”
Diurnal rotation of the sky can be simulated by “Gloval Volume” –> “Space” –> “Space Rotation”
Changing the angle of the directional light can simulate the movement of the Sun in the sky. Also, the diurnal rotation can be controlled as shown in the below image.
Improvements to be added
Check if multiple textures can be blended (i.e., displaying deep sky map with alpha-channel coordinate grid) =⇒ we may have to use the Shader Graph to blend textures.
Script controlling of the Sun and sky rotation
Overlay toggleable coordinate grid, constellation maps. How? Is it possible?
Add horizon etc.
— Inseok Song 2024/11/18 18:38