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Highlight Plus 2 – All in One Outline & Selection Effects

Start with the object, not a screen effect

Highlight Plus 2 is set up around a single, efficient script, so the emphasis stays on the object, character, or sprite that needs attention. It is compatible with Unity 6 and is aimed at scenes that need strong visual feedback without replacing the original look of the asset. Because the effects can be applied to single objects or groups, the workflow stays flexible whether the highlight is meant for one target or several elements at once.

Instant Preview is one of the most practical parts of the setup. Effects can be tested directly in the Unity Editor without entering Play Mode, which makes it easier to adjust the look while working on a scene. That kind of iteration matters when the effect itself is part of the gameplay or presentation, since outline thickness, glow intensity, overlay treatment, and visibility state all affect how the target reads on screen.

Mix the visual states that fit the scene

The asset combines multiple highlight effects in one place, so a scene can use a clean outline, a glow, an overlay, or a see-through treatment without switching between separate tools. It also supports combining effects on single or multiple objects, which gives it room to handle both subtle emphasis and more noticeable selection states.

  • Outline Includes four quality levels, mesh-based instanced rendering, and optimized screen-space options. The outline can be tuned with color, alpha, width, gradient, padding, and visibility mode, including normal, always in front, or behind.
  • Outer Glow Adds per-object bloom and aura effects with four quality levels. It includes visibility settings, noise or dither, animation, and blending control.
  • Inner/Rim Glow Focuses on color, width, intensity, and blend modes for a tighter glowing edge.
  • Focus Dims, blurs, and desaturates the surrounding scene so the highlighted object stays visually dominant.
  • Overlay Applies color or textured overlays with UV mapping control, alpha, animation speed, and custom blending.
  • Target Places aiming indicators or special markers on specific parts of a GameObject. It supports custom textures, procedural shaders, and styles such as antialiased frames, crosses, or corners.
  • Area of Effect Creates ground-aligned animated graphics under objects or characters, which fits decal-style presentation.
  • See-Through Reveals occluded objects or characters with adjustable intensity, tint, alpha, and optional colored borders while preserving correct depth.
  • Icon Displays floating or bouncing icons above highlighted objects, with gradient and rotation options.
  • Label Shows dynamic information, such as object names, next to the highlighted target.
  • Hit/Flash Effect Offers three variations with adjustable color, intensity, and fade-out duration.

That mix makes the asset useful for more than a single type of interaction. An object can be given a border, a glow, and a label, while another can receive a target marker or a see-through treatment instead. The result is a consistent system for emphasis, selection, and visual feedback inside the same scene.

Control how and when the highlight appears

Highlight Plus 2 can be driven in several ways. It supports highlighting individual objects, groups, or automatic mode with layer-based triggering, so the same setup can serve manual selection states and broader scene rules. Trigger options include volumes, Highlight Managers, or C# scripting.

That control model is useful when a highlight needs to appear only under certain conditions rather than staying on all the time. A volume can activate the effect when something enters a defined space, a Highlight Manager can organize a broader setup, and scripting can connect the visual treatment to gameplay logic. Since the same system handles the effects and the trigger paths, it stays focused instead of spreading related work across separate tools.

Keep the original materials and the wider scene intact

The performance note is direct: the asset avoids full-screen image effects and preserves object materials, shaders, and meshes. That matters for scenes where the original asset setup should remain visible and unchanged while the highlight effect sits on top of it. It is engineered for performance and cross-platform compatibility, which makes it suitable for production scenes that need the effect to behave consistently across different setups.

Compatibility extends to a broad set of scene content, including 3D objects, skinned meshes, LOD groups, sprite renderers, and particle systems. That range lets the same highlight system touch static environment pieces, animated characters, sprite-based content, and effects elements without changing the underlying asset type. For scenes that mix several forms of content, the benefit is having one highlight workflow that can follow the object type already in use.

For teams building selection feedback, interaction cues, or visual emphasis inside Unity, Highlight Plus 2 stays practical because it keeps the highlight system close to the content it affects. The setup is centered on one efficient script, the controls are flexible, and the rendering approach is designed to leave the original scene assets in place.

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