Advanced Topics

advanced concepts

Highlight 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):

ModeEffect
SmoothImproves outline quality for Fast and High quality levels.
Preserve OriginalForces Highlight Plus to use the original mesh without caching. Use when modifying meshes dynamically at runtime.
ReorientReplaces normals with vectors pointing outward from the object center. Useful for 2D geometry or meshes without normals.
Note: Highlight Plus never modifies your original mesh data. All normal adjustments are applied to internal copies.

Volume-Based Triggering

Automatically enable or disable highlighting when objects enter or exit a trigger volume:

  1. Add a HighlightTrigger component to the object.
  2. Set Trigger Mode to Volume.
  3. Ensure the volume has a Collider marked as Is Trigger and is set to Static.
  4. The entering object must have a Rigidbody for OnTriggerEnter / OnTriggerExit to 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):

  1. Assign walls to a dedicated layer (e.g., Walls).
  2. Set the Occlude Layer on the see-through effect to that layer.
  3. Enable the Accurate option for pixel-perfect detection.
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