Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $39.99. The latest store price is $39.99, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $39.99 | Latest store price | |
| $39.99 | Unity First Price 2026-09-22 2026-09-22 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Real Outline — Outlines, Highlight, Selection & Edge Detection for Unity 6
- Theme > Stylized
- Art & Visuals > VFX
PER-OBJECT HIGHLIGHTS
Put a Real Outline Target on a prop, a character or a whole assembly and it gets an outline with a named style. Ten styles ship: Selected, Hover, Interactable, Enemy, Ally, Loot, Danger, Objective, Stealth and Ghost. Each carries colour and opacity, occluded colour, an inner wash, width, softness, glow, a rim pattern, what happens behind walls, a pulse and a priority. A Style Set asset overrides them by name, so "Enemy" is defined in one place for the whole project.
AN EXACT OUTLINE, NOT A SCALED HULL
The marked renderers are drawn into an object mask, and a separable Euclidean distance transform turns that mask into an exact distance for every pixel. The width is exact in pixels (or in metres, converted per object per frame), corners are round instead of spiky, softness is a sub-pixel falloff, and the glow is a second read of the same number rather than a second kernel. Concave meshes, skinned meshes, LOD groups and grouped objects all outline correctly - no inverted hull, no vertex extrusion, no duplicated geometry.
RIM PATTERNS AND MOTION
Solid, dashed, dotted, double-line and hatched rims, parameterised along the edge by the distance field's own gradient, so a dash keeps its pixel length at any distance and marches around corners. Add a pulse, a bright band sweeping up the rim, or a one-shot flash on select - a static rim reads as a debug overlay in motion, a moving one reads as your game's UI.
BEHIND WALLS
Four see-through modes: Hidden, Show Occluded, Always Visible and Only When Hidden. The visible/occluded split is decided per pixel against the camera depth texture, so it costs one draw per renderer instead of two and stays exact for moving and skinned geometry. The hidden half is washed with its own colour at a configurable opacity, so an enemy behind a pillar reads as a translucent tinted silhouette with a rim, not as a floating loop. A scan pulse can reveal it only as a shell of distance sweeps past - the detective mode, not a permanent overlay.
FULL-SCENE EDGE DETECTION
Depth edges (measured as a second difference, so a steeply sloped floor is not one huge line), normal edges from normals reconstructed out of the depth buffer, colour and luminance edges, and object-ID edges between two different highlighted objects. Each source has its own weight and threshold; thickness, softness, distance fade and a sky cut-off are shared. No normal prepass and no extra render target: the same three passes serve both halves.
LINE ART AND TOON INK
Flatten the render towards a paper colour in a chosen number of tone steps and leave the edges as ink. Sketch walks the lines off the pixel grid like a pencil. Ten scene-wide presets ship: Highlights, SoftGlow, Crisp, SceneEdges, ToonInk, LineArt, Sketch, Blueprint, XRayScan and Mobile - a cel-shaded look over any lit render, without editing a single material.
ONE LINE OF SCRIPT
RealOutlineManager.Highlight(enemy, "Enemy"); Unhighlight, SetColor, SetWidth, SetSeeThrough, FlashOnce and static Highlighted/Unhighlighted events. Highlight() adds the component if the object has none and reuses it otherwise, so calling it every frame from a hover check is free. RealOutlineRuntime.SetOverride("LineArt") blends any scene-wide look over the Volume from one call, identically in all three pipelines.
BUILT FOR UNITY 6
URP is Render Graph only - a ScriptableRendererFeature with an unsafe pass for the mask draw and raster passes for the rest, no deprecated compatibility path. HDRP is a custom post process registered by the wizard. Built-in is a command buffer plus an image effect. All three run the same shader body and the same buffers, so a look authored in one pipeline is the same look in the others.
COST YOU CAN SEE
Half-resolution mask and distance field (about four times cheaper), a mobile path with one fixed twelve-tap ring and no distance field, and a search radius that follows the widest style on screen, so narrow outlines cost fewer taps automatically. Measured cost is in the technical details.
WHAT YOU GET
Runtime and editor assemblies with an asmdef each per pipeline, the shared HLSL body with one thin seam per pipeline, a setup wizard that installs everything for the active pipeline, preflight checks, three sample scenes with baked lighting and light probes, three sample scripts that are the whole integration, and a manual.
The samples are Showcase (props on different styles, a walking articulated character, hover/select and a runtime look switcher), ThroughWalls (a corridor built around the see-through modes) and Sandbox (world-scaled outlines that shrink with distance).