I thought so too on the green, but surprisingly the blue works for me. But
ideally - I'd like just edge lines, and have them softended down. Maybe I need to get my hands dirty on the coding - but I know less than zero on the coding and shaders front (other than taking a guess as to the RGB value of the code
@Old Duck just provided in the shader override)
Code:
// Attenuate "Tron" lines
// TODO - something more elegant (I'm just experiment at the moment)
if (o0.a > 0.2) o0.a /= 20;
else if (o0.a > 0.08) o0.a /= 5;
// Use green "MIL-SPEC" night vision, increasing overall brightness
o0.rgb = float3(0, o0.g*5, 0);
You can dial back how bright the NV is by changing the 5 in that last line. In fact, if you are looking for bright "Tron" lines and very dim glow, you can take the above code and basically reverse it. It would look something like this:
Code:
if (o0.a < 0.2) o0.a /= 20;
Notice with this change I'm attenuating any pixels with an alpha LESS than 0.2, thus leaving the bright "Tron" lines while greatly reducing the glow effect. The 20 is the amount of attenuation, which you'll just have to play with to get the effect you want.
I rarely use night vision, but when I do, my personal preference is something akin to this:
But I'm nowhere near the Bubble, so I can't test planetary bases at night (where I normally use NV).
Anyway, YMMV. Like I said, I write these shaders for ME and then release them for others to play with. Take them or leave them