How to make a light emitting material sensitive to external light Essentially I want to turn a material into a kind of night-light.
For this character I'm working on, I wanted the crystals on him to glow in the dark... And I got them to glow using various shader nodes. However I can't find a balance that looks bright enough in the dark, and not washed out in the light. So I was thinking perhaps there might be a node that could change the light emission of the crystals depending on the amount of light from external sources.
In truth I don't even know if this is the best way to go about accomplishing what I want... Which is to have only barely semi-transparent crystals that glow brightly in the dark and appear as solid colors with a slight emission more like my drawing when in the light.
The other question is... will something like that carry over into unity? Because if not I'd rather save myself a lot of heartache.
Here's a picture of what I have so far:
Using the light falling on the material is not something that is possible in cycles. It is, however, possible in blender internal.

The reason this is happening though is because normally in the real world when you turn the lights on, you are also reducing the exposure of the image, which causes the light emitted from the glowing material to be much dimmer. To replicate this effect in cycles you can increase the brightness of light significantly and then reduce the exposure from the colour management section of the scene tab.