I am working on a realistic noise for my simulated camera and inside my noise formula I need to get the scene illumination/luminance, the same value used for eye adaptation/auto exposure.
Is there a way to get or calculate that value at runtime ? either in c++, blueprints or in shader editor please ?
So after long researches in the source code, I think there is no possible way to get that value at runtime with the existing functions on Unreal Engine.
So I have modified the source code to add a new material node with the SceneAverageLuminance value as the result and now I can access the scene luminance inside material editor with a simple node.