Hello
I'm working on an optoelectric night vision post process shader, its pretty cool and stuff but it has some ugly hacks
none of the atmosphere nodes in the material editor that I've found give me all the elements of the sky so I'm masking and boosting the basecolor luminance based on the overall sky luminance and it just feels wrong
this is ue 5.1 and I'm using ultradynamic sky - is there a way to get the accumulated light coming out of the sky into something a post process shader can access ?
can i tap into lumen for this sort of thing somehow?