

A BepInEx mod for Hollow Knight: Silksong that lets you change the color of Hornet's cloak.
Works single-player out of the box. If SSMP (Silksong Multiplayer) is also installed, the chosen color is automatically synchronized to every other player on the server so everyone sees your custom cloak in real time.
Source: github.com/Michael4d45/HornetCloakColor
HornetCloakColor.dll into BepInEx/plugins/HornetCloakColor/.BepInEx/plugins/SSMP/ for multiplayer sync.Custom and provide a color in the Custom Cloak Color field.
Accepted formats: #AA3344, AA3344, or 170,51,68 (decimal 0–255).Players without this mod will still see vanilla Hornet — they simply won't receive the color updates. You'll still see their vanilla cloaks correctly.
*-* floating version (whichever is published).# Generate the Silksong path props (once) so the output copies into your install
dotnet new -i Silksong.Templates # only if you don't already have the template
dotnet new silksongpath
# Build
dotnet build HornetCloakColor.csproj -c Release
A thunderstore/dist/*.zip is produced automatically alongside the compiled DLL if thunderstore/thunderstore.toml is configured.
CloakRecolor MonoBehaviour is attached to each player's GameObject (local hero
and SSMP-spawned remote players). It reasserts the tint every LateUpdate, which keeps
the recolor consistent across tk2dSpriteAnimator material swaps.HornetCloakColor/CloakHueShift and
pushes the chosen color in HSV. The shader gates pixels by hue (red), saturation, and
value, then replaces only the matched hue while preserving the original brightness so
shading is preserved. The shader is shipped as an AssetBundle embedded in the DLL.tk2dSprite vertex color and the MeshRenderer material color.IClientAddonNetworkSender / IServerAddonNetworkSender channels exposed by SSMP.playerId -> CloakColor and replays it to any
new joiner so late arrivals see correct colors immediately.The cloak-only path requires Resources/cloakshader.bundle. It's gitignored, so contributors
need to bake it in Unity once. See Shaders/README.md for step-by-step
instructions (TL;DR: open Unity 6000.0.50, drop the shader and editor script in, click
HornetCloakColor → Build Shader Bundle, copy the output to Resources/).
If the bundle isn't present the build still succeeds and the mod gracefully falls back to the legacy whole-character tint at runtime.
MIT — see LICENSE.txt.