Rotating Equirectangular Projections in Visual Sky Shaders?

Hey, thanks so much for looking into this for me! This solution seems to work great for horizontal rotation, but I’m still stuck on vertical rotation.

Here’s the relevant bit from my Unity Shader Graph if it helps visualize the goal a little better:

Essentially the goal is to calculate the altitude and azimuth of the celestial sphere for a given time and location, plug that result in to the shader, and rotate the stars accordingly.

I’ll keep playing around with it and see if I stumble into a solution, but I’d love to hear any more thoughts or insight you might have.