shader_type canvas_item; instance uniform vec3 fill_color : source_color; instance uniform vec3 border_color : source_color; instance uniform float border_width = 0.16; void fragment() { if (min(UV.x, UV.y) < border_width || max(UV.x, UV.y) > 1.0 - border_width) { COLOR.rgb = border_color; } else { COLOR.rgb = fill_color; } }