Settings Reference

intermediate concepts

Highlight Plus 2D · Core Concepts

Tip: Hover over any option label in the Unity Inspector to see a tooltip with a short description.

General

ParameterDescription
OccluderWhen enabled, this sprite triggers the see-through effect on other sprites with HighlightEffect2D when passing in front of them.
Preview In EditorRenders effects in the Scene view without entering Play mode.
Pixel SnapAligns effects to the pixel grid for pixel-perfect rendering.
Alpha Cut OffPixels with alpha below this threshold are treated as transparent and excluded from effects.
Preserve MeshUses the original mesh data instead of a generated quad. Enable when using MeshRenderer (e.g. Spine integration).
Polygon / SVGEnable when the sprite uses polygon packing or is an SVG sprite.
Auto SizeWhen enabled, allows manual override of size, aspect ratio and center offset for effects.

Highlight

ParameterDescription
IgnoreExcludes this sprite from all highlight effects. Useful when effects are applied to a parent with Include = Children but this specific child should be skipped.
HighlightedMaster on/off toggle for the highlight state.
IncludeWhich objects receive effects: Only This Object, Children, or Root to Children.
ExclusiveForces outline and glow to render independently on this object, even when overlapping other highlighted sprites.

Overlay

Adds a transparent solid-color layer on top of the sprite with optional blending modes and color animation.

ParameterDescription
OverlayEnables the overlay effect.
ColorTint color and alpha for the overlay.
SpeedAnimation speed for the blinking/pulsing overlay.
Min IntensityMinimum intensity during the animation cycle.

Outline

Adds a colored border around the sprite shape. Multiple quality levels are available.

ParameterDescription
OutlineEnables the outline effect.
ColorColor of the outline border.
WidthWidth of the outline in pixels.
ExclusiveWhen enabled, renders the outline independently for this sprite even if it overlaps other highlighted sprites.

Glow

Adds a bloom-like glow around the sprite. Configure up to 4 glow passes with independent color, offset and alpha for rainbow or gradient effects.

ParameterDescription
GlowEnables the glow effect.
ColorBase glow color.
WidthGlow width in pixels.
SpeedSpeed of the glow animation cycle.
Auto PlayWhether the glow animation starts automatically.
Glow PassesArray of passes (default 4). Each pass has its own Color, Alpha and Offset.
Scripting glow passes: Use SetGlowColor(color) for quick color changes, or access effect.glowPasses[] directly for per-pass control. Call UpdateMaterialProperties() after modifying passes.

Zoom Scale

Scales the sprite when highlighted to draw attention.

ParameterDescription
ZoomEnables the zoom effect.
ScaleScale factor applied when highlighted (e.g. 1.2 = 20% larger).

See-Through

Makes the sprite partially visible when occluded by other sprites marked as Occluder.

ParameterDescription
See-ThroughEnables the x-ray silhouette effect.
Tint ColorColor of the see-through silhouette.
Tint AlphaTransparency of the silhouette (0 = invisible, 1 = fully opaque).

Shadow

Adds a drop shadow behind the sprite. Supports 2D and 3D shadow styles.

ParameterDescription
ShadowEnables the shadow effect.
ColorShadow color.
OffsetShadow offset from the sprite position (X, Y).

Hit FX

A one-shot flash effect triggered from script — ideal for damage feedback.

using HighlightPlus2D;

HighlightEffect2D effect = GetComponent<HighlightEffect2D>();
effect.HitFX(Color.red, 0.3f, 1f);
ParameterDescription
colorFlash color.
fadeOutDurationDuration of the flash fade-out in seconds.
initialIntensityStarting intensity of the flash (0–1).
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