While technically true, this is not how most 3D animation software models light — even if it (roughly) models Rayleigh scattering in solids, like opal or ground glass.
In all realistic rendering software, skylight and sun (or other celestial bodies, like Moon) are modeled as separate sources of light, with different light characteristics.
[0] The classic is Naty Hoffman's 2002 work on atmospheric scattering http://developer.amd.com/wordpress/media/2012/10/GDC_02_Hoff... , but it has been developed over the years, e.g. Sebastian Hillaire's work on both Frostbite https://media.contentapi.ea.com/content/dam/eacom/frostbite/... and Unreal Engine https://blog.selfshadow.com/publications/s2020-shading-cours...