Procedural Skybox Shader (Kelvin van Hoorn)
Kelvin van Hoorn
Visit resource ↗Description
Kelvin van Hoorn’s procedural skybox shader tutorials build stylized atmospheric gradients and clouds inside Unity Shader Graph / HLSL, tuned for art-directable time-of-day without baked cubemaps.
Walks through noise layers, sun disc, horizon fades, and parameterization for gameplay-driven weather. Part of his broader Kelvin van Hoorn shader blog aimed at URP hobbyists.
Assumes comfort with UV spheres or skydome meshes and material property blocks. Free web articles with breakdown screenshots.
Useful when teams want lightweight alternatives to HDRP physical sky volumes for stylized projects.
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