EnemyHighlights

v1.1.0·Updated 2026-08-06

Warframe-style fresnel rim glow on enemies, with configurable colors and intensity. Client-side. Depth-tested (not a wallhack). Also recolors the aimed-part overlay.

About this mod Author’s original text

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):

  • Open shader_project/ in Unity 6000.4.0f1 (the game's exact version — a

mismatch causes shaders to render pink).

  • Run the menu item: EnemyHighlights → Build Rim Shader Bundle (Win64).
  • Copy the resulting enemyhighlights_rim file from

shader_project/AssetBundles/StandaloneWindows64/ into

BepInEx/plugins/EnemyHighlights.

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.

Install locations vary a lot between mods — the bundled readme is the most reliable guide.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack_MycopunkSparroh-ModSettingsMenu

File & checksum

Filename
EnemyHighlights-1.1.0.zip
File size
34.2 KiB