Desaturated Global Light, Saturated Spotlights

Hello everyone!

I’m pretty new to UE4 and so far I am really impressed by the ease of the package.

But now I got my first question.

I am trying to recreate an underwater scene and as a scuba diver I know that in deeper waters certain wavelengths of light get absorbed by the water.

So e.g. at 20m depth, everything seems to be blue, red objects are grey/blue, yellow objects look brownish… etc.

As my scene will be very deep, everything will look mostly desaturated dark blue.
Now I want the player to control a submarine with a flashlight and there will be also different artificial light sources that will bring back the original colors of the objects.

See this photo to get an idea.

Is it possible to recreate this effect?
Any directions where I should be looking?

Cheers
Picster

Hey Picster -

This effect is absolutely possible and not too difficult to setup. What you will want to do is set up a Post Process Effect that is controlled by a Sphere Mask through a blueprint. Here is the most basic setup.

Post Process Material:

Controlling Actor Blueprint, make sure that input from Player is enabled:

Final Effect running:

Thank You

Eric Ketchum