In order to use this effect, attach the "GlowOutline" script to the camera. Then you will have two tabs: one for changing how the glow looks and one for adding objects you would like to glow. You can either add objects you want to glow via the editor or with code.
If you are on the staging build and you click play and you see in your console: "... Old shader needs to be recompiled," then open the shader file that it says in the console and recompile them. (They are already recompiled when I published this, but it still might show it).
Since I can't upload the staging fix here, you can temporarily fix it yourself by changing "ControlRowHeight" to "Theme.RowHeight"
Keep in mind:
The effect will render no matter what (through walls and even when visible). As of now with the current API you cannot make it render either through walls or only when visible without any artifacts or problems.
The alpha of the colors you choose MUST be 1 if they are different colors otherwise, there will be color blending.
The glow might look slightly blocky and not smooth, that is due to anti-aliasing, and I do not think this is caused by me, and from what I understand the engine does not have anti-aliasing.
Documentation (Recommened to put the instance of the class in a global script like a GameManager or something similar):
glowOutline.Add(GameObject item);
Allows the user to add a object they wish to glow via code (Color will be default color that is set in the editor).
glowOutline.Add(GameObject item, Color color)
Allows the user to add a object they wish to glow with a specified color.
glowOutline.Remove(GameObject item);
Allows the user to remove an object they don't want to glow anymore.
glowOutline.RemoveAt(int index);
Allow the user to remove an object at a certain index
glowOutline.Clear();
Allows the user to remove all objects that are glowing
Feel free to modify the script in anyway shape or form. If you have improvements feel free to share it with me in Discord via the username `bop32` (or William in the S&Box discord) so I can publish it for everyone.