I've now implemented atmospheric scattering that's based on the same spectral raymarching as the sky color, and everything fits nicely together.
The next problem then is that a realistic night is way too dark (just amping up camera exposure doesn't look good), and a realistic sunrise is way too brief. Gotta find a nice way to combine an artificially bright night with otherwise realistic values.
I've been implementing the 2023 physically-based sky (with spectral rendering) by Fernando García based on his Shadertoy: https://www.shadertoy.com/view/msXXDS
The challenge then is to make the atmospheric scattering of objects like mountains fit color-wise with the sky. 1/?