In Unreal's Material Layer system, can I create a Material Layer that adjusts the saturation of the layers below?

If you are talking about the material saturation, it may apparently work (with material layers i assume) but its not ok at all performance wise.

Goes back to not doing mental gymnastics to add 2 and 2 togeter.

If you directly affect the texture before the UV is part of the equation there is near 0 performance cost.
Almost like if you had plugged in the correct texture.

If you mess with stuff at the UV level, then - particularly when it comes to landscape - you end up with nothing working and 2fps.

The dude is a jackass who’s already costed 3 people 3 months of work to recevoer from his screwy “solutions”. Be careful what you implement - and for what purpose.

A screenshot is obviously fine with 0 performance - a game levaraging Cesium is definieltely not…