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.
By Coruscnium
CHANGELOG
Changelog
1.1.0 (2026-08-06)
Changed
- Fresnel rim shader via AssetBundle. The flat full-body color coat is replaced with
a Warframe-style fresnel rim glow — a custom shader shipped in the
enemyhighlights_rimbundle. The rim glows at silhouette edges; front-facing surfaces stay fully visible. - Intensity remapped. Intensity now controls brightness (HDR, blooms at high values) and rim width. Low intensity = wide soft glow; high intensity = bold bright outline. No more 15% alpha floor.
Fixed
- Skinned enemies no longer render in bind-pose (the "floaty mesh" bug).
- Targeting overlay no longer poisons its cached vanilla values when settings change while an enemy is aimed.
- Config file watcher no longer reloads twice per save or throws errors when ModSettingsMenu writes the file.
1.0.1 (2026-07-23)
Changed
- GUID renamed from
enemyhighlights.mycopunktocoruscnium.enemyhighlightsfor consistency with other mods. - Removed
thunderstore.toml(not required by Thunderstore package spec).
1.0.0
- Initial release.
- Warframe-style enemy highlight overlay: configurable hex color and 0–100 intensity (opacity + glow), applied to every enemy, fully depth-tested (no wallhack).
- Targeting recolor: override the pointed-at-part overlay color and opacity.
- Live config reload; editable in-game via ModSettingsMenu (F10).