Nice topic for a series. Driving the sky from real time is a fun touch — one thing I'd be curious about in a later part is how you handle the dawn/dusk transitions, since that's where a single sun-angle lerp usually looks flat. Do you plan to tie ambient light / fog color into the same time value too?
Thanks! In fact, ambient light is controlled through Sky Contribution, so if it remains at its default maximum value, it's entirely driven by the sky shader's lighting. Of course, ambient light can also be controlled independently from a script. I'm actually using a script to control the DirectionalLight3D as well, simulating sunlight. And those transitions look pretty nice. Part two will be out in a week, and part three in two weeks. 😎
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