Advanced Topics
advanced conceptsHighlight Plus · Core Concepts
Advanced configuration topics and edge-case notes for experienced Highlight Plus users.
Normals Option
Highlight Plus can optimise mesh normals for better outline/glow rendering (applies to Fast, Medium, and High quality modes only):
| Mode | Effect |
|---|---|
| Smooth | Improves outline quality for Fast and High quality levels. |
| Preserve Original | Forces Highlight Plus to use the original mesh without caching. Use when modifying meshes dynamically at runtime. |
| Reorient | Replaces normals with vectors pointing outward from the object center. Useful for 2D geometry or meshes without normals. |
Volume-Based Triggering
Automatically enable or disable highlighting when objects enter or exit a trigger volume:
- Add a HighlightTrigger component to the object.
- Set Trigger Mode to Volume.
- Ensure the volume has a Collider marked as Is Trigger and is set to Static.
- The entering object must have a Rigidbody for
OnTriggerEnter/OnTriggerExitto fire.
Depth Clip
When enabled, effects are clipped by the depth buffer so they appear correctly behind solid geometry. This is important for objects that overlap or are partially embedded in surfaces.
Custom Sorting / Render Queue
In URP, the Highlight Plus Render Feature settings allow you to adjust the render queue. This is useful when effects conflict with post-processing or other render features. Try changing the queue if you see artefacts or rendering order issues.
Skinned Mesh Renderers
For animated characters using SkinnedMeshRenderer:
- Enable Update When Offscreen on the SkinnedMeshRenderer to ensure bounds are updated during animations.
- Without this, Highest Quality mode may clip effects on one side of the character because the screen-space bounding rectangle is calculated from stale
renderer.bounds.
GPU-Instanced or Combined Meshes
If you use GPU instancing tools (e.g., Dynamic Mesh Combiner) that bypass standard Renderer visibility, enable Ignore Object Visibility on the HighlightEffect to force rendering.
Multiple Highlight Managers
You can use two or more Highlight Managers in the same scene, each targeting different layers. See Demo Scene 6 for a working example.
See-Through with Walls Only
To show the see-through effect only behind walls (not floors or ceilings):
- Assign walls to a dedicated layer (e.g.,
Walls). - Set the Occlude Layer on the see-through effect to that layer.
- Enable the Accurate option for pixel-perfect detection.
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