Custom material for flash hierarchy.
Is your feature request related to a problem? Please describe.
While the flash highlight hierarchy node is mostly a debug effect, there are a lot of creative use-cases for it that are used in user creations. It is our only option for dynamic effects using arbitrary meshes. It would be useful if you could pass a custom material to the node to get more specialized visual effects, such as a flash that doesn't overlay other geometry, displaces the highlight geometry, or has a triplanar texture wrapped around it.
Describe the solution you'd like
Add an argument to the node that takes a material object input, when left empty it defaults to the original overlay unlit, when filled it uses the provided material for the hierarchy flash instead of the original unlit.
Describe alternatives you've considered
Have some alternative option of creating visual effects with arbitrary meshes without disrupting the security of avatar-protected protected assets.
Additional Context
No response
Requesters
@amplified3d
I don't know if this is something we could really support with arbitrary materials, because we don't know how to "flash" those materials and control their properties to achieve that effect.
We'd probably look for ways to introduce a more generalized functionality for this, rather than modifying this existing one, because it's main goal is to do just that - flash highlight hierarchy.
Turning it into something else would raise complications and introduce a technical debt to the system.