Hurtling through endless cloudbank! - WIP... help? =)

Well, building a custom skybox has definitely improved things. Does the very light dusting of particles have any perceptable effect for you folks?

I’m wondering now if I need to try and copy @JangaFX 's techniques here (or basically copy the awesome Doom 2016 sky…!). Should I write my own Unity shader or try to build this with polygon models? Should I build a custom skybox model and use that to flow offset coord parallax textures around the environment?

Also need to alter that shader a little so that I can tint the sky on the fly - hey, that rhymes…!

Again, critique and suggestions much appreciated. Happy to share any materials from the project.

–Rev

PS: By the way, I should mention, all models in the demo are NOT intended for the game and were mocked up over a few minutes. This is a shader test…! =D