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Coruscnium-EnemyHighlights-1.1.0 icon

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.

Date uploaded 2 months ago
Version 1.1.0
Download link Coruscnium-EnemyHighlights-1.1.0.zip
Downloads 211
Dependency string Coruscnium-EnemyHighlights-1.1.0

This mod requires the following mods to function

BepInEx-BepInExPack_Mycopunk-5.4.2403 icon
BepInEx-BepInExPack_Mycopunk

BepInEx pack for Mycopunk. Preconfigured and ready to use.

Preferred version: 5.4.2403
Sparroh-ModSettingsMenu-2.0.3 icon
Sparroh-ModSettingsMenu

In-game mod config editor plus click-and-drag HUD reposition mode for compatible mods.

Preferred version: 2.0.3

README

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):

  1. Open shader_project/ in Unity 6000.4.0f1 (the game's exact version — a mismatch causes shaders to render pink).
  2. Run the menu item: EnemyHighlights → Build Rim Shader Bundle (Win64).
  3. Copy the resulting enemyhighlights_rim file from shader_project/AssetBundles/StandaloneWindows64/ into BepInEx/plugins/EnemyHighlights/.

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_rim bundle. 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.mycopunk to coruscnium.enemyhighlights for 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).