Mycopunk
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Dependency string
Coruscnium-EnemyHighlights-1.1.0
Dependants

EnemyHighlights

Warframe-style enemy highlight for Mycopunk — enemies get a bright, configurable fresnel rim glow at their silhouette edges so you never lose them against the environment. Made for visibility, not cheating.

Features

  • Enemy Rim Highlight — a Warframe-style fresnel rim glow on every enemy, driven by a custom URP shader shipped in an AssetBundle. Configurable hex color and 0–100 intensity (brightness + rim width). The rim glows at silhouette edges only — front-facing surfaces stay visible, and the glow follows the model's animation.
  • Targeting Recolor — recolors the game's pointed-at-part overlay with your own color and opacity instead of the health gradient.

Not a wallhack

The rim shader uses ZTest LEqual (depth-tested) and ZWrite Off — walls, terrain, and Optical Jammer clouds hide highlighted enemies exactly like vanilla. Burrowed enemies stay hidden. If the game doesn't show it, this mod doesn't either.

Configuration

Edit in-game via ModSettingsMenu (F10), or in BepInEx/config/coruscnium.enemyhighlights.cfg:

Setting Default Description
HighlightColor FF2A00 Hex color (RRGGBB) of the enemy rim glow
HighlightIntensity 30 0 = off (vanilla), 100 = bold bright outline
TargetingColor FF2A00 Hex color (RRGGBB) of the aimed-part overlay
TargetingIntensity 0 0 = vanilla health-gradient overlay, 100 = fully opaque

Changes apply live — no restart needed.

Client-side

Works in any lobby; only you see the highlights.

Rebuilding the shader bundle (advanced)

The enemyhighlights_rim AssetBundle ships pre-built inside the package. To rebuild it (e.g. after editing the shader):

  1. Open shader_project/ in Unity 6000.4.0f1 (the game's exact version — a mismatch causes shaders to render pink).
  2. Run the menu item: EnemyHighlights → Build Rim Shader Bundle (Win64).
  3. Copy the resulting enemyhighlights_rim file from shader_project/AssetBundles/StandaloneWindows64/ into BepInEx/plugins/EnemyHighlights/.
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