How to disable post processing for unlit sky sphere

That’s a pretty big step to change the whole rendering path, just to get a decent looking unlit sky. I actually figured out a better workaround, which doesn’t solve the original issue, but helps to counter its effect. There is a node called DeriveHDRfromLDR in the material editor, with this you can get a much more vibrant and saturated outlook from the washed out mess that it was on default.