Technical Overview
Easy Performant Outline 2D | 3D (URP / HDRP) Unity 3.4.2 is a post-processing-based highlighting solution that has been fully refactored for Unity’s Render Graph API. By injecting into the render pipeline at the post-processing volume stage, it avoids the common pitfalls of mesh-expansion outlines, such as broken normals at hard edges and increased vertex overhead. It supports both LDR and HDR buffers, making it a versatile choice for high-end HDRP productions and performance-constrained mobile URP projects.
Integration Tips
- URP Setup: Use the included semi-automatic setup tool to correctly add the Scriptable Render Pass to your Universal Renderer Data asset. Manual configuration is prone to order-of-operation errors in the frame debugger.
- Oculus Quest Optimization: For mobile VR, keep ‘Multi-Layer’ outlines to a minimum. Each layer can increase the sampling requirements on the GPU, which may impact your framerate targets on tile-based deferred renderers.
- DOTween Hooks: The asset exposes float properties for outline thickness and color intensity, which are easily targetable via DOTween for smooth ‘selection’ pulses or ‘damage’ flashes.
Best Use Cases
- Selection Highlighting in Strategy Games: The per-object outline settings allow you to differentiate between friendly and enemy units through color coding without creating unique materials for every unit.
- Stylized/Cel-Shaded Visuals: Using the multi-pass support, you can stack outlines to create complex, comic-book-style aesthetics that remain stable regardless of the camera’s distance from the object.








