I have built sky simulation for small spheroidal planet for a (now) very obscure game.
https://www.youtube.com/watch?v=RjAyq2kmGT8 - I left at the time trailer was recorded, but effects like day of time are still look like my work (as are explosions, it seems).
As I haven't had enough experience then, I made your mistake - there was no difference between dusk and dawn. And, in fact, there is.
The dust that gives red color of the sky sets down before dawn (pun intended). Thus dawn glow is much less reddish and more like red gold.
(overall effects like intensity of light can be computed from cos(sun light angle to player's normal), subtle effects like change of glow's color can be computed from sin(sun light angle to player's normal), just in case)
In your simulation there's no anisotropy in color of the sky. And this is HUGE mistake. Sky's diffusion and reflection is very anisotropic and omitting this gives your simulation very unnatural feel.
https://www.youtube.com/watch?v=RjAyq2kmGT8 - I left at the time trailer was recorded, but effects like day of time are still look like my work (as are explosions, it seems).
As I haven't had enough experience then, I made your mistake - there was no difference between dusk and dawn. And, in fact, there is.
The dust that gives red color of the sky sets down before dawn (pun intended). Thus dawn glow is much less reddish and more like red gold.
(overall effects like intensity of light can be computed from cos(sun light angle to player's normal), subtle effects like change of glow's color can be computed from sin(sun light angle to player's normal), just in case)
In your simulation there's no anisotropy in color of the sky. And this is HUGE mistake. Sky's diffusion and reflection is very anisotropic and omitting this gives your simulation very unnatural feel.