ah I see. I thought all of what it was doing was contained within the material graph shown in the first post. Does seem pretty useful.
You could sort of approximate this in a translucent material without code changes by referencing scene texture and adding to that, and then lerping between that result and your translucent blend using the alpha. The only issue is multiple effects would not accumulate properly in the additive portion that way.
edit* mike hanson on the VFX page basically posted the same trick I was talking about to achieve it.
