What does ScreenTexture PostProcessingInput option do? There are 7 of those (0-6) and I can’t find them described anywhere.
This is the total thing. My apologies for the squishiness, wanted to get it all in one screenshot.
This particular arrangement didn’t actually render the darkness brighter, just the light. Like this particular screenshot. Unfortunately, adjusting the brightness constant only increases the brightness of the light, not the whole scene.
Where as, if I were to just plug the DiffuseColor directly into the Desaturation, and ignore the other three SceneTexture nodes I get the visibility in the dark, but the material ignores lighting. I actually had found this out when I stripped all the extra stuff away and just used the SceneTexture nodes. I had a light attached to the player that I could toggle on and off, and with the DiffuseColor only, I wasn’t able to see the light attached to the player, and couldn’t tell if it was toggled on or off. The latter way renders the light, but doesn’t allow visibility in darkness.
I don’t really have any games to look at that have night vision other than Outlast, but I know it was made using the last version of the UE, so whatever post processing effect it was using has to be possible in UE4. I’ll try and work on it some more after work tomorrow, and if I find any more info I’ll post my updates.