Porting Night Vision PP Effect from UDK

I think I fixed it. I don’t know how real night vision works/looks, but I think looks pretty decent. Ignore my green noise. I know thats not the best, the real work is done in the Scene Sample area.

For others wanting NightVision.

I assumed the SceneTexture with the PostProcessing option is the lighting. But I definitely need the DiffuseColor to see in the dark and the AmbientOcclusion to give some dark shadows around the sides for surface definition. Multiplying those together instead of Adding them didn’t make it so bright. PostProcessing0 was the lighting, but I needed to amplify the brightness before adding it into the other SceneTexture, so I switched them. Then I plug it into the Desaturation node, then everything is just like the previous screenshot in my above post. I made the brightness (100) high because I wanted it to be blinding in light. You guys be the judge. Does it look okay?

The left side is night vision on, the right side is off. The top two are with a light in the same room, the bottom two are without.