Keyline — Outlines, Highlights & X-Ray (URP & HDRP)
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.
by 4ssets
Price History +
ADD ONE COMPONENT. ASSIGN A PROFILE. THE OBJECT HAS AN OUTLINE.
▶ TRY IT RIGHT NOW — LIVE WEBGL DEMO
IN SHORT
- Your 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 OBJECT
Outer rim. X-Ray rim for when the object is hidden. Interior fill. X-Ray interior fill. Each carries its own complete profile.
TEN STYLES
Solid, Neon, Halo, Sketch, Pattern, Double, Electric, Rainbow, Gradient, Frost. 84 pattern textures included.
THIRTEEN COMPONENTS YOU DO NOT HAVE TO WRITE
Hover. 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 CASES
- Mixed 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.
CUSTOMISABLE
Every 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 GENRES
- Stealth 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.
INCLUDED
Ten-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.
REQUIREMENTS
Unity 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/4ssets
Asset 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.