What this makes
A sky for a 3D game: a gradient from the horizon to the top, a sun with a soft glow, clouds, stars, a moon and a space nebula. Start from a preset like clear day, sunset, blue hour, night, space, overcast or alien, then change any part of it. Drag in the preview to look around inside the sky. With models on, a shiny sphere and a matte block stand on a ground lit by the sky, so you can see the colour it throws on your scene.
Using the panorama in Godot
Add a WorldEnvironment node, set Background to Sky, create a Sky and give it a PanoramaSkyMaterial. Drag the PNG into its Panorama slot. The sky also lights your scene when Ambient Light and Reflected Light are set to Sky. Pro includes a ready Sky resource file, so you only drop it into the WorldEnvironment.
Using the panorama in Unity and Unreal
In Unity, import the PNG, set its Texture Shape to 2D and Wrap Mode to Clamp, make a material with the Skybox/Panoramic shader, put the texture in it and pick that material in Window, Rendering, Lighting, Environment, Skybox Material. In Unreal, import it as an HDRI backdrop texture or use it on a sky sphere material. In Blender, open World properties and plug it into an Environment Texture node.
What are stylized bands?
They cut the smooth gradient into a few flat steps, like a toon shader does to light. With four to eight bands the sky matches cel-shaded models and pixel art games, where a smooth gradient can look out of place.
Panorama or cube faces?
Every engine reads a panorama the same way, so it is the safe choice. Six cube faces give a little more sharpness straight up and straight down at the same file size. Engines disagree on how to name and turn the faces, so if a face shows up in the wrong place, swap it or use the panorama.
Can I use them commercially?
Yes. The skies you make are yours to use in free and commercial games and videos.