What I have so far is that the overall shading and lighting change depending on the amount hitting the character, so vision actually ends up working more on a bell curve. It's poorer at the extremes, and better in the middle.
One of the effects I've been trying to layer on is a tunneled vision effect. But I can only get it to function one way, and one way only, in a fixed position. I'd like to be able to have it either fade in and out, or have the radius expand or contract.
If anyone knows how to do that with hlsl, I would be seriously appreciative.

You should be able to simulate crossfades by lerp'ing your frame with the source (the 'thisframe' sampler, if I recall the semantics the plugin uses). Same with the radius function. Use the SetShaderXXX script commands to pass the interpolation factor to the shader. If you want an example or two, look into Vector's screen-effects shader - I think I do something similar in it.