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
| 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
BepInEx pack for Mycopunk. Preconfigured and ready to use.
Preferred version: 5.4.2403Sparroh-ModSettingsMenu
In-game mod config editor plus click-and-drag HUD reposition mode for compatible mods.
Preferred version: 2.0.3README
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):
- Open
shader_project/in Unity 6000.4.0f1 (the game's exact version — a mismatch causes shaders to render pink). - Run the menu item: EnemyHighlights → Build Rim Shader Bundle (Win64).
- Copy the resulting
enemyhighlights_rimfile fromshader_project/AssetBundles/StandaloneWindows64/intoBepInEx/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_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).