EmissiveFX
SKINS-format skin emissive effects: 20 animated self-illumination modes that drive the emissive material of your weapon skins, plus an independent bullet tracer with in-game color picking.
By continue
| Last updated | an hour ago |
| Total downloads | 3 |
| Total rating | 0 |
| Categories | Client Mods |
| Dependency string | continue-EmissiveFX-1.0.1 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.3README
EmissiveFX
A skin emissive-material effect mod built on the SKINS skin format — it drives the emissive material of your weapon skins with 20 animated self-illumination modes, and adds a fully independent bullet tracer with an in-game color picker.
20 emissive modes · works on SKINS-format skins and vanilla weapons · tracer from muzzle to impact point · floating 14-color panel · direct #RRGGBB input · no gameplay code patched.
Features
Bullet tracer (independent, off by default)
- Draws a thin glowing energy beam from the muzzle to the impact point, fading out over ~1.5 s
- 14 preset colors via a floating panel, or type any
#RRGGBBvalue directly in-game - Local player only; fully independent from every other option on the page
Emissive weapon effects (20 modes) — built for skins made with the Skins mod (SKINS format): any skin that ships an emissive map comes alive; vanilla weapons animate as well.
- Solid · Breathing · Alarm · Flicker · Charge · Hue flow
- Twinkle · Sparks · Noise · Anti-phase
- Sweep · Chase · Gradient · Rainbow
- Heat · Cold · Ember
- Heartbeat · Low-health warning
Scan policy — the renderer scan is the only source of stutter. Pick "Scan off" for zero stutter (effects stay visible, they just stop updating).
How it works
The effects are not an added overlay — they are driven entirely through the game's own emissive material channel:
- Only materials that actually have an emissive map (
_EmissiveMap) are touched. The glow follows whatever area the weapon's emissive texture already covers, so the mod never invents glow where the artist did not put any. - The animation is written to the shader's
_EmissiveColorproperty per renderer, through aMaterialPropertyBlock. That means: no new materials are instantiated, shared materials are never modified, and nothing is written to disk. - The material's own emissive colour and pattern are preserved — the animation modulates the existing
_EmissiveColorinstead of replacing it. - Every part of the weapon runs on its own phase, so parts do not pulse in unison (this is what makes modes like Twinkle or Chase work).
- Turning an effect off calls
SetPropertyBlock(null), restoring the untouched material immediately. - Because it is a per-renderer override, it composes with SKINS-format skins: any skin whose emissive map is set up will animate along with it, and normal weapons are unaffected when the effect is off.
- The override merges with whatever is already set on that renderer instead of replacing it, so the game's own first-person weapon state and other mods' per-renderer effects keep working.
Only the local player's currently wielded weapon is processed — teammates' gear is untouched, and the scan that finds it is throttled by the scan policy above.
Installation
Recommended: install through r2modman / Thunderstore Mod Manager — it installs BepInExPack_GTFO automatically.
Manual:
- Install BepInEx (IL2CPP) for GTFO
- Drop
EmissiveFX.dllinto<Game>\BepInEx\plugins\ - Launch the game
Usage
In game: Settings → 效果 (Effects)
| Row | What it does |
|---|---|
| 弹轨特效 | Tracer master switch (off by default) |
| 弹轨颜色 > | Opens a floating panel with 14 preset colors — click one to apply, click again to collapse |
| 弹轨颜色代码 | Click, then type hex (0-9 / A-F). Enter confirm · Esc cancel · Backspace delete |
| 总开关 | Master switch for the emissive effects |
| 扫描 | Scan policy: Scan off / Try scan / Manual confirm |
| 20 effect rows | Mutually exclusive — pick one |
While the color panel is open you can nudge it with the arrow keys (position is saved automatically).
Configuration
BepInEx\config\gtfoskin.emissivefx.cfg → [Trajectory]
| Key | Default | Meaning |
|---|---|---|
Enabled |
false |
tracer master switch |
Color |
#B478FF |
tracer color (also written by the in-game picker) |
LifetimeSeconds |
1.5 |
fade-out time |
WidthMeters |
0.02 |
beam width (0.007 = thinner) |
MaxDistanceMeters |
200 |
length drawn when nothing is hit |
StartWidthMul / EndWidthMul |
1 / 0.35 |
taper at muzzle / impact |
OnlyLocalPlayer |
true |
draw only your own tracer |
TestKey |
F8 |
spawn a test tracer (leave empty to disable) |
ColorPanelX/Y/W/H |
1410 / -220 / 770 / 860 |
floating panel geometry |
Notes
- Emissive effects are only visible inside a level while holding a weapon — not in the lobby.
- The tracer is off by default; enable it on the Effects page.
- Only your own tracer is drawn (teammates' tracers are not shown).
- Nothing in the game's gameplay code is patched: the tracer polls a read-only field and casts its own ray, so it cannot crash the game.
中文说明
基于 SKINS 皮肤格式、驱动皮肤自发光材质的特效 MOD —— 让你的武器皮肤"发光动起来"(20 种自发光模式),外加一套完全独立的弹轨特效。
- 弹轨:开火时从枪口到命中点画一条细的发光能量束,约 1.5 秒淡出;默认关闭,只对本机玩家生效
- 选色:设置页「效果」→「弹轨颜色 >」点开悬浮面板选 14 个预设色;或用「弹轨颜色代码」直接键入
#RRGGBB(Enter 确认 / Esc 取消) - 安装:把
EmissiveFX.dll放进<游戏目录>\BepInEx\plugins\ - 注意:自发光效果必须进关卡 + 手持武器才可见;颜色面板位置可用方向键微调(自动保存)
实现原理(基于自发光材质)
效果不是叠一层假光,而是直接驱动游戏自带的发光通道:
- 只处理有自发光贴图的材质(
_EmissiveMap存在才动)→ 亮在哪里由武器原本的自发光贴图决定,不会出现"美术没画却发光"的地方 - 逐 Renderer 写 shader 的
_EmissiveColor,走 MaterialPropertyBlock → 不新建材质、不改共享材质、不写任何文件 - 保留材质原本的自发光颜色与图案:是在原
_EmissiveColor基础上做调制,而不是粗暴染色 - 每个部件独立相位(星空闪烁、逐段轮转这类效果才成立)
- 关掉效果时
SetPropertyBlock(null)即时还原 - 因为是"逐 Renderer 覆盖",与 SKINS 皮肤格式天然兼容:皮肤只要配了自发光贴图,效果就会跟着动;关掉效果时武器恢复原样
- 写入采用读取-修改-写回:只改自发光色,保留该 Renderer 上已有的其它属性 → 与游戏自身的第一人称武器状态、其它 mod 的逐 Renderer 效果互不干扰
只处理本机玩家当前手持的武器;队友的装备不受影响。
Changelog
See CHANGELOG.md.