I was just playing around and made a hero aura selection ring that just uses the basic selection texture feature. No fancy coding on my part. It would visually indicate the radius of the hero's aura. Unselected: Selected: But there is a problem with this approach: The selection ring code uses quads to generate the decal for the texture and clips the terrain often, even with smaller selection textures and radii. It's just more noticeable with larger footprints like this one here (and ships, check out how weird those look along a shoreline), So, we'd need a different approach or increase the fidelity of the selection rings.