As a followup to my previous video, I added both a star map which adds its light to the camera depending on the location of the stars and strength of atmospheric extinction. I also added a low-resolution copy of the entire map to the atmospheric rendering shader, which allows the entire map to be rendered very quickly along with the atmosphere, even when the user is a very long distance from the map.
This video primarily shows what the transition between low-altitude terrain mesh rendering and high-altitude pixel rendering looks like.