Highlights Manager

How to use

URP

The Highlights Manager is a renderer feature that needs to be added to your URP renderer data. You can change the Depth Layer Mask, which is responsible for determining which objects will be used for occluding the highlighters.

The Rendering Event specifies the stage of camera rendering at which the highlights should be injected.

Note: If you are using sprite renderers, you need to set this to After Rendering Transparents.

Built-in

The Highlights Manager is a script that needs to be added to your camera. You can change the Depth Layer Mask, which is responsible for determining which objects will be used for occluding the highlighters. If you are using Depth Layer Mask remember to tick Use Depth Mask property.

The Camera Event specifies the stage of camera rendering at which the highlights should be injected. If you are not sure about this, leave it at After Forward Alpha.

How it works

The Highlights Manager automatically detects all the highlighters in the scene and is responsible for all the rendering.

If some of the highlighters are not showing up in the editor:

  • Save the scene and all highlighters in the scene will be updated.

  • Use the Refresh Highlighters button in the Highlighter.

  • Change any value of the highlighter so that the OnValidate function will be called and the highlighter will be updated.

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