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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.

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 #RRGGBB value 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