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Remarks
Built-in implementations: CanvasHighlightRenderer wraps
RangeHighlightGraphic for UniText, while WorldHighlightRenderer wraps a MeshRenderer-based quad mesh for UniTextWorld. A TextHighlighter subclass picks one of these (or a custom subclass) per backend via its CreateHighlightRenderer(UniText,...) / CreateHighlightRenderer(UniTextWorld,...) overloads and drives the result with the same lifecycle regardless of backend.public Color Color{ get; set }Solid color applied to every rect. Setting this updates visuals immediately.
