Keyline — Outlines, Highlights & X-Ray (URP & HDRP)
4ssets
$19.24
$38.49
50%OFF
(no ratings)
Jump AssetStore
Outline any object without touching its material. One component, one profile, done. URP and HDRP, ten styles, thirteen ready components, and hulls that survive flat and thin meshes.URP 17.x and HDRP 17.x in one package, selected automatically by the RenderPipeline tag on the shader. No Renderer Feature, no prepass, no Shader Graph dependency, no project setting required, and your own materials are never modified. The Built-in Render Pipeline is NOT supported. Unity 6000.3 or newer. Tested on Windows, Android (Vulkan and OpenGLES3) and WebGL.ADD ONE COMPONENT. ASSIGN A PROFILE. THE OBJECT HAS AN OUTLINE.▶ TRY IT RIGHT NOW — LIVE WEBGL DEMOIN SHORTYour material is never touched. No shader swap, no extra pass, nothing to re-author. Remove the component and the object is exactly as it was.Per-object, not fullscreen. Outline one enemy through a wall and leave the rest of the frame alone.Survives hard meshes. Flat leaves, single-sided cards and thin prongs, where a naive hull produces blades.URP and HDRP from one package, selected automatically. No renderer feature, no prepass, no project setting to change.Fast. 400 outlined objects draw in 7 SRP batches. Zero per-frame allocation.10 styles · 4 passes per object · 13 ready components · 10-chapter demo.⚠ Sprite Renderer is not supported.Keyline draws outlines for Mesh Renderer and Skinned Mesh Renderer. A sprite placed on a Quad with a cutout material works — the outline follows the texture alpha — but the Sprite Renderer component itself is not handled. Support for it is planned for a future update.FOUR PASSES PER OBJECTOuter rim. X-Ray rim for when the object is hidden. Interior fill. X-Ray interior fill. Each carries its own complete profile.TEN STYLESSolid, Neon, Halo, Sketch, Pattern, Double, Electric, Rainbow, Gradient, Frost. 84 pattern textures included.THIRTEEN COMPONENTS YOU DO NOT HAVE TO WRITEHover. Click selection. Trigger and proximity highlighting. Damage flash with a direction. Fill gauge rendered on the model. Impact wave. Scan wave. Reveal. Group highlight. Blink. Occluded X-Ray. Plus an arbiter that stops them fighting over the same object.BUILT FOR HARD CASESMixed expand decides per face whether to follow the normal or stay in plane.Sheet Solidify gives a flat island enough thickness to hold a rim.Cutout from material alpha outlines the shape the texture defines, not the one the mesh has — foliage cards, decals, sprites on quads.Merge groups draw several objects as one silhouette, with no internal edges.Skinned meshes follow the animation without re-baking per frame.Width in world units or in constant screen pixels.CUSTOMISABLEEvery look is a profile asset — an ordinary ScriptableObject you duplicate and edit, around sixty fields, with the inspector hiding whatever the chosen style does not read. Ten profiles ship ready to use.Profiles are shared, so a hundred objects on one profile cost one object in memory. When a single object needs to differ, it forks its own copy on the first write and leaves the rest alone.WHICH GENRESStealth and immersive sims — X-Ray pass for targets behind cover.Strategy and RTS — merge groups, so a selected squad reads as one silhouette.Survival and crafting — hover and click selection on pickups.Action — directional damage flash, fill gauge on the model itself.Stylised and toon — Sketch, Pattern, Rainbow.Realistic — Solid and Neon, where a thin quiet rim is all that is wanted.INCLUDEDTen-chapter demo scene. A 16-section HTML manual and a quick start, both inside the package and readable offline. No wiki, no video-only explanations.REQUIREMENTSUnity 6000.3 or newer. URP 17.x and HDRP 17.x.The Built-in Render Pipeline is NOT supported.Tested on Windows, Android and WebGL.Documentation and contact: https://unitycraft.org/4ssetsAsset uses example content by Kenney (kenney.nl) under CC0 1.0 Universal (public domain dedication); see Third-Party Notices.txt file in package for details.KEY FEATURESFour independent passes per object: outer rim, X-Ray rim for when the object is occluded, interior fill, and X-Ray interior fill. Each carries its own complete profile.Ten outline styles: Solid, Neon, Halo, Sketch, Pattern, Double, Electric, Rainbow, Gradient, Frost.Hard-mesh handling. Flat leaves, single-sided cards and thin prongs turn into blades under a naive normal-based hull. Mixed mode decides per face which rule applies; Sheet Solidify gives a flat island enough thickness to hold a rim.Cutout from material alpha: an outline around the shape the texture defines rather than the one the mesh has. Foliage cards, decals, sprites on quads.Merge groups: several objects as one silhouette, explicitly or automatically, with no internal edges between them.Skinned mesh support, following animation without re-baking per frame.Width in world units or in constant screen pixels.Instance override: shared profiles by default, a private copy the moment one object needs to differ.Full scripting API, documented in section 12 of the manual.CONTENTSCustom shaders: 2 — Keyline/Outline (Full) and Keyline/Outline Light, plus one shared .hlsl include. Each carries a SubShader per render pipeline; Unity picks by the RenderPipeline tag. No Shader Graph dependency.Components: 15 entries under Add Component ▸ Keyline — the outline component, Merge Group, and 13 in Runtime/Recipes/ (twelve recipes plus the arbiter): Highlight, Pointer Highlight, Click Selection, Trigger Highlight, Proximity Highlight, Damage Flash, Fill Gauge, Impact Wave, Scan Wave, Reveal, Group Highlight, Occluded X-Ray, Blink.Profile assets: 10 ScriptableObjects, one per style, ready to assign.Pattern textures: 84, PNG, 256 x 256, for the Pattern style.Demo textures: 12, PNG, 512 x 512.Demo models: 31 FBX.Demo: one scene, ten chapters, built entirely from script.Documentation: HTML manual (16 sections, 26 illustrations) and a quick start, both included in the package and readable offline.PERFORMANCEMeasured in the demo's Performance chapter: 400 outlined objects in URP draw in 7 SRP batches, the two largest holding 166 and 167 draw calls each.No per-frame allocation from the outline runtime. Everything the profiler attributes to the demo comes from its IMGUI panel, and that leaves with the demo.A Light shader profile alongside the Full one. Both run on Android; Light is faster, and the gap widens with the number of outlined objects.COMPATIBILITYUnity 6000.3 or newer.Universal Render Pipeline 17.x and High Definition Render Pipeline 17.x, both from the same package.Built-in Render Pipeline is not supported.Tested on Windows (URP and HDRP), Android (Vulkan and OpenGLES3) and WebGL.Demo/ is self-contained and safe to delete; nothing in Runtime/ references it.THIRD-PARTY CONTENTExample content in the Demo and Patterns folders — models, character, pattern and splat textures — is by Kenney (kenney.nl), licensed CC0 1.0 Universal (public domain dedication). Full licence text is included in the package as Third-Party Notices.txt.AI tool used: Anthropic Claude, an AI coding assistant.What it was used for: writing and editing the C# runtime and editor scripts, the HLSL shader code, the demo scene scripts, and the HTML documentation.What was not generated by AI: all art in the package. The 3D models, character, pattern textures and splat textures are by Kenney (kenney.nl), CC0 1.0 Universal, credited in Third-Party Notices.txt. No textures, models, animation or audio in this package were AI-generated.Human input and modifications: the architecture, the rendering approach, the public API and all design decisions were specified by the publisher. Generated code was reviewed, edited and tested in the Unity Editor and in Windows, Android and WebGL player builds before inclusion. Behaviour was verified against the ten chapters of the included demo scene.

