Shader "Custom/OutlineText" { Properties { _MainTex ("Font Texture", 2D) = "white" {} _OutlineColor("Outline Color", Color) = (0,0,0,1) _OutlineSize("Outline Size", Float) = 1.0 } SubShader { Tags { "Queue"="Transparent" } Lighting Off Blend SrcAlpha OneMinusSrcAlpha Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; float4 _OutlineColor; float _OutlineSize; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); return o; } half4 frag (v2f i) : SV_Target { fixed4 col = tex2D(_MainTex, i.uv); fixed4 outline = tex2D(_MainTex, i.uv + float2(_OutlineSize, 0)); outline += tex2D(_MainTex, i.uv + float2(0, _OutlineSize)); outline += tex2D(_MainTex, i.uv + float2(-_OutlineSize, 0)); outline += tex2D(_MainTex, i.uv + float2(0, -_OutlineSize)); col = lerp(col, _OutlineColor, outline.a); // Adjust blending as needed return col; } ENDCG } } }