Change that 360 deg view into cubemap (gimp can do it, affinity photo messes something, unsure about photoshop).
When you have proper cubemap search this forum for cubemap+NASA, about month ago there was post about mapping cubemap to sky meshes, and i went a bit nuts in reply.
tl/dr:
do not use mesh UVS, instead calculate sky uvs in pixel shader. even your custom mapping can be done with material shader.
hint: make direction vector as parameter, calculate DOT product and swap from spherical to cylindrical mapping whet DOT < 0
ps.
your top texture uses SPHERICAL uv mapping not flat one in 1UVs area. And that is reason why you should not use mesh uvs, those map whole triangles/faces, and it is impossible to map that to sphere without any stretching, and stretching along edges of poly cause seams.