Trouble with planet lighting script

Hello! I currently have a problem with a lighting script in my gravity-planet game that controls time and latitude to position the sun behind the closest artificial star which is working well but i want it to somehow always be bright even if the ClockTime is night

I tried to adjust the brightness by detecting if the Y position of the camera is higher than the artificial star but it didnt seem to work sadly.

local Lighting = game:GetService("Lighting")
local RunService = game:GetService("RunService")

local cam = workspace.CurrentCamera

Lighting.ClockTime = 6

local atan2 = math.atan2
local sqrt = math.sqrt
local tau = math.pi * 2

local p = Instance.new("Part")
local lights = {}

for _, obj in pairs(workspace:GetDescendants()) do
	if obj.Name == "SunFire" then
		table.insert(lights, obj.Parent)
		obj.Parent.CastShadow = false
	end
end

RunService.RenderStepped:Connect(function()
	local closest = nil

	for _, lightPart in pairs(lights) do
		local d = (lightPart.Position - cam.CFrame.Position).Magnitude
		if closest == nil or d < closest[2] then
			closest = {lightPart, d}
		end
	end

	if closest then
		-- Adjust brightness based on distance
		closest = closest[1]
		p.CFrame = CFrame.new(closest.Position, cam.CFrame.Position)

		local dir = (closest.Position - cam.CFrame.Position).unit

		local lf = -1
		local lat = atan2(dir.Z, sqrt(dir.X^2 + dir.Y^2))
		local lon = atan2(dir.Y * lf, dir.X * lf)

		local geoLatitude = (lat / tau) * 360 + 23.5
		local clockTime = (lon / tau) * 24 - 6

		Lighting.GeographicLatitude = geoLatitude
		Lighting.ClockTime = clockTime % 24	

		Lighting.Brightness = 350 / math.sqrt((closest.Position - cam.CFrame.Position).Magnitude)
	end
end)

Here is the lighting when your camera is below the y-position of that star in the middle.

Space View:

Now lighting when your camera is above the y-position of said star.

Help would be appreciated, Thanks! ^^