Here's the same setup with the hue nudged a bit away from the red and using the built-in rather than procedural ISF. Technically, I cheated and adjusted the redness of the texture maps rather than the shader, but that's only because I have multiple scenes built using the same texture set and it just seemed easier than opening each one and tweaking the shader. The effect can easily be duplicated within the shader itself, though, with the addition of a single node.
I'll also be posting a sample from a different angle and in different lighting soon!