EnemyHighlights
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
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- 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.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- 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.
Install these first, or the mod will not work: