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
CHANGELOG
Changelog
v1.0.1
- Fixed: the emissive override now merges with the renderer's existing property block instead of replacing it, so weapon-inspection views and other per-renderer effects are no longer disturbed
- README: the intro now states up front that this is a SKINS-format skin emissive-material mod
- README: added a How-it-works section explaining the emissive material approach (_EmissiveColor + MaterialPropertyBlock, _EmissiveMap only, SKINS compatible)
1.0.0
Initial release.
Bullet tracer
- Draws a glowing energy beam from the muzzle to the impact point, fading out over ~1.5 s
- Off by default, local player only, fully independent from the other options
- Pick from 14 preset colors in a floating panel, or type any
#RRGGBBvalue in-game - Arrow keys nudge the open color panel; the position is saved automatically
Emissive weapon effects
- 20 animated self-illumination modes: 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
- Scan off / Try scan / Manual confirm — trade automatic updating for frame time
Configuration
- Everything above is also adjustable in
BepInEx\config\gtfoskin.emissivefx.cfg