Settings Reference

intermediate concepts

Highlight Plus · Core Concepts

Complete reference for every option in the Highlight Effect Inspector. Hover over any label in the Unity Inspector to see a short tooltip description.

Profile

ParameterDescription
ProfileAssign a HighlightProfile asset to share settings across multiple objects. Click Create to generate a new profile from the current settings.

General Settings

ParameterDescription
Preview In EditorRender effects in Edit mode. The Highlighted checkbox must also be enabled.
Cameras Layer MaskWhich cameras can render this effect. Default: all cameras.
Ignore Object VisibilityForce rendering even when the Renderer component reports the object as invisible (useful for GPU-instanced meshes).
Reflection ProbesRender effects in reflection probe cameras.
Normals OptionSmooth, Preserve Original, or Reorient. Controls how mesh normals are processed for outline/glow in Fast, Medium, and High quality modes.
Sub Mesh MaskBitwise mask to filter which sub-meshes receive the highlight. Useful for multi-material objects.
GPU InstancingBatch outline and glow draw calls for better performance. Enabled by default.

Highlight Options

ParameterDescription
IgnorePrevents any effect on this object. The Highlight Manager will still use this component’s values if present.
IncludeDefines which related objects share this effect: Only This Object, Children, Root To Children, Layer In Scene, Layer In Children, or Scripting.
 Object Name FilterFilter included objects by name substring (prefix, suffix, or partial match).
 Combine MeshesMerge child meshes into one for unified highlighting. Best for objects that do not rotate individually — reduces draw calls significantly.
Alpha Cut OffApply alpha testing to effects. Essential for semi-transparent meshes, foliage, fences, etc.
Cull Back FacesExclude back-facing triangles from effects. Enabled by default.
Fade In / Out DurationSmooth transition time in seconds when highlighting starts or stops.
Constant WidthKeep outline and glow width consistent regardless of camera distance.
Depth ClipClip effects behind solid geometry using the depth buffer.

Outline

ParameterDescription
OutlineOutline intensity (0–1). Set to 0 to disable.
WidthOutline thickness. Affected by the Constant Width option.
ColorOutline color.
QualityFastest, Medium, High (mesh-based) or Highest (screen-space). Choose whichever looks best for your geometry.
VisibilityNormal, Always On Top, or Only When Occluded.
Optimal Blit(Highest quality only) Blit only the affected screen region instead of full-screen. Improves performance.
IndependentPrevent this outline from merging with outlines of overlapping objects.
Color StyleSingle Color or Gradient.
Edge ModeExterior (default) or Any (includes interior edges).

Outer Glow

ParameterDescription
Outer GlowGlow intensity (0–5). Set to 0 to disable.
WidthGlow spread. Affected by Constant Width.
VisibilityNormal, Always On Top, or Only When Occluded.
Dithering(Mesh-based modes) Dithering style for the glow gradient. Disable for a solid glow.
Blend PassesBlend each glow pass with the previous one. Disable for additive layering.
Glow PassesArray of passes, each with offset, alpha, and color.
Animation SpeedPulsing animation speed. Set to 0 to disable animation.

Inner Glow

ParameterDescription
Inner GlowIntensity (0–5). Set to 0 to disable.
ColorInner glow color.
WidthRim width (0–2).
VisibilityNormal, Always On Top, or Only When Occluded.

Overlay

ParameterDescription
OverlayIntensity (0–1). Set to 0 to disable.
ColorOverlay color.
BlendingHow much the overlay mixes with the object’s original texture.
Min IntensityFloor value for the blending animation.
Animation SpeedPulse speed. Set to 0 for a static overlay.
TextureOptional pattern texture (polkadots, grid, lines, etc.).
UV SpaceTriplanar, Object Space, or Screen Space.

Focus

ParameterDescription
FocusIntensity of the focus effect (0–1). Dims the background while keeping highlighted objects fully visible. Set to 0 to disable.
ColorColor and transparency of the dim overlay. Default is semi-transparent black.
BlurOptional background blur intensity (0–1).
 DownsamplingDownsampling factor for the focus blur (1–8). Higher values improve performance at the cost of quality. Default: 2.
DesaturateDesaturation intensity for the background (0–1). A value of 1 makes the background fully grayscale.

See-Through (X-Ray)

ParameterDescription
See ThroughNever, When Highlighted, or Always When Occluded.
Occlude LayerLayer mask for objects that can occlude the highlighted object. Uses raycasting to test visibility.
 ThresholdMultiplier for bounds size during occlusion testing. Increase to avoid false positives.
 Check Individual ObjectsTest each child separately rather than combining bounds.
 Depth Offset / Max DepthDistance limits relative to the occluder. 0 = unlimited.
 AccuratePixel-perfect occlusion detection.
IntensityBrightness of the see-through silhouette.
Color & Color BlendTint color and blend strength with the original texture.
NoiseOptional noise overlay on the silhouette.
Border When HiddenShow an additional outline only when the see-through is active.
OrderedRespect relative camera distance when rendering multiple see-through objects.
Tip: For characters occluded by walls but not floors, assign walls to a dedicated layer and set that layer as the Occlude Layer. Enable the Accurate option for best results.

Target FX

ParameterDescription
TextureSprite texture for the target indicator.
ColorTint color.
CenterCustom transform to position the indicator. Defaults to object center.
Rotation SpeedRotation speed. Set to 0 to disable.
Initial / End ScaleZoom/pulse animation range.
Scale To Object BoundsSize the indicator relative to the object’s screen bounds.
Transition DurationFade-in/out duration in seconds.
Align To GroundProject the indicator onto the ground as a decal. Uses camera depth and reconstructed normals.
Stay DurationHow long the indicator remains visible after un-highlighting. 0 = until deactivated.
VisibilityNormal, Always On Top, or Only When Occluded.

Hit FX

A brief color punch triggered at runtime. Configure hit color, duration, and mode (overlay or inner glow) in the Inspector. Trigger via script — see Scripting Support and Demo 3 for examples.

Label Effect

Attach a text label to any highlighted object. Options include custom text, color, alignment (left/right of target), and relative alignment (relative to the object’s forward direction).

Icon Effect

Display a floating 3D mesh or prefab above the highlighted object. Configure mesh, color, scale, offset, and rotation speed.

Was this page helpful?