One of the things I love most in AC is how the highlight script works in 3D - having now started a 2D project, though, I feel like either there's a functionality that isn't quite where I'd like it to be or that I'm not sure how to get working.
Basically, I can see that you have a choice of using either a texture or an icon. I have a feeling that what I want to do might be able to work via texture, but I'm not sure how to do it.
The effect I'd like to achieve would be the same as if I were to go into the sprite for the piece of set geometry and change its colour in the sprite renderer component default white (which just lets the object roll with its own colours) to a bright green, which essentially overrides the colour scheme and just makes it a full-on colourized green. I'm not describing it well but I think you all probably understand what I mean. That bright colourization is essentially what becomes the 'highlighting' of the object.
Is there a way to do this via a texture, or a way to alter the highlight script to have it do this? And to open it up, has anyone had any success with doing any other interesting things with 2D highlighting in AC?

Comments
First, assign a Highlight script to your sprite, and link it to the Hotspot, in the normal way. Then, in it's Inspector, uncheck Brighten materials. This will stop the script from actually affecting anything, but it'll still keep a track of how "intense" such an effect would be.
Through a custom script, you could then access it's public function GetHighlightAlpha (), which returns a float between 0 and 1. You can then use this value to affect the sprite/model in whatever way you like.
Inside a script attached to the same object:
float intensity = GetComponent ().GetHighlightAlpha ();
The GetHighlightAlpha () function simply returns how intense the highlighting effect should be. Instead, you'll want to add on a new color that's a factor of the intensity: