The uniqueness of this skybox required me to try several different approaches to achieve the look. Blender was used to get a simple perspective base to work over in photoshop, but nothing beyond that was done in 3d. Facets, stars and power symbol masks were packed into one texture with two UV channels used on a simple dome to get proper placement and resolution of symbols. The lines were generated in the shader with all the controls and functionality developed by me. The rainbow effect is based on a math approach by (I believe?) Alan Zucconi.