diff --git a/Assets/Scripts/UI/OutlineAndShadow.cs b/Assets/Scripts/UI/OutlineAndShadow.cs
new file mode 100644
index 0000000000..9aef144119
--- /dev/null
+++ b/Assets/Scripts/UI/OutlineAndShadow.cs
@@ -0,0 +1,194 @@
+using System.Collections.Generic;
+
+namespace UnityEngine.UI
+{
+ ///
+ /// 描边和阴影
+ /// 复制的原Outline代码和Shadow,因为目前游戏就是需要这种文字描边,总比分别加描边和加阴影要省一些
+ ///
+ public class OutlineAndShadow : BaseMeshEffect
+ {
+ private static List tempUIVertexList = new List(2048);
+
+ [SerializeField]
+ private Color m_OutlineColor = new Color32(0, 0, 0, 255);
+
+ [SerializeField]
+ private Vector2 m_OutlineDistance = new Vector2(0.5f, .5f);
+
+ [SerializeField]
+ private Color m_ShadowColor = new Color32(0, 0, 0, 205);
+
+ [SerializeField]
+ private Vector2 m_ShadowDistance = new Vector2(0, -1);
+
+ [SerializeField]
+ private bool m_UseGraphicAlpha = true;
+
+ private const float kMaxEffectDistance = 600f;
+
+#if UNITY_EDITOR
+ protected override void OnValidate()
+ {
+ outlineDistance = m_OutlineDistance;
+ base.OnValidate();
+ }
+
+#endif
+
+ public Color outlineColor
+ {
+ get { return m_OutlineColor; }
+ set
+ {
+ m_OutlineColor = value;
+ if (graphic != null)
+ graphic.SetVerticesDirty();
+ }
+ }
+
+ public Vector2 outlineDistance
+ {
+ get { return m_OutlineDistance; }
+ set
+ {
+ if (value.x > kMaxEffectDistance)
+ value.x = kMaxEffectDistance;
+ if (value.x < -kMaxEffectDistance)
+ value.x = -kMaxEffectDistance;
+
+ if (value.y > kMaxEffectDistance)
+ value.y = kMaxEffectDistance;
+ if (value.y < -kMaxEffectDistance)
+ value.y = -kMaxEffectDistance;
+
+ if (m_OutlineDistance == value)
+ return;
+
+ m_OutlineDistance = value;
+
+ if (graphic != null)
+ graphic.SetVerticesDirty();
+ }
+ }
+
+ public Color shadowColor
+ {
+ get { return m_ShadowColor; }
+ set
+ {
+ m_ShadowColor = value;
+ if (graphic != null)
+ graphic.SetVerticesDirty();
+ }
+ }
+
+ public Vector2 shadowDistance
+ {
+ get { return m_ShadowDistance; }
+ set
+ {
+ if (value.x > kMaxEffectDistance)
+ value.x = kMaxEffectDistance;
+ if (value.x < -kMaxEffectDistance)
+ value.x = -kMaxEffectDistance;
+
+ if (value.y > kMaxEffectDistance)
+ value.y = kMaxEffectDistance;
+ if (value.y < -kMaxEffectDistance)
+ value.y = -kMaxEffectDistance;
+
+ if (m_ShadowDistance == value)
+ return;
+
+ m_ShadowDistance = value;
+
+ if (graphic != null)
+ graphic.SetVerticesDirty();
+ }
+ }
+
+ public bool useGraphicAlpha
+ {
+ get { return m_UseGraphicAlpha; }
+ set
+ {
+ m_UseGraphicAlpha = value;
+ if (graphic != null)
+ graphic.SetVerticesDirty();
+ }
+ }
+
+ protected OutlineAndShadow()
+ {
+ }
+
+ //该继承相当于增加描绘
+ public override void ModifyMesh(VertexHelper vh)
+ {
+ if (!IsActive())
+ return;
+
+ var verts = tempUIVertexList;
+ vh.GetUIVertexStream(verts);
+
+ var neededCpacity = verts.Count * 6;
+ if (verts.Capacity < neededCpacity)
+ verts.Capacity = neededCpacity;
+
+ //描边
+ var start = 0;
+ var end = verts.Count;
+ ApplyShadowZeroAlloc(verts, outlineColor, start, verts.Count, outlineDistance.x, outlineDistance.y);
+
+ start = end;
+ end = verts.Count;
+ ApplyShadowZeroAlloc(verts, outlineColor, start, verts.Count, outlineDistance.x, -outlineDistance.y);
+
+ start = end;
+ end = verts.Count;
+ ApplyShadowZeroAlloc(verts, outlineColor, start, verts.Count, -outlineDistance.x, outlineDistance.y);
+
+ start = end;
+ end = verts.Count;
+ ApplyShadowZeroAlloc(verts, outlineColor, start, verts.Count, -outlineDistance.x, -outlineDistance.y);
+
+ //阴影
+ start = end;
+ end = verts.Count;
+ ApplyShadowZeroAlloc(verts, shadowColor, start, verts.Count, shadowDistance.x, shadowDistance.y);
+
+ vh.Clear();
+ vh.AddUIVertexTriangleStream(verts);
+ }
+
+ #region Shadow类的代码
+
+ protected void ApplyShadowZeroAlloc(List verts, Color32 color, int start, int end, float x, float y)
+ {
+ UIVertex vt;
+
+ var neededCpacity = verts.Count * 2;
+ if (verts.Capacity < neededCpacity)
+ verts.Capacity = neededCpacity;
+
+ for (int i = start; i < end; ++i)
+ {
+ vt = verts[i];
+ verts.Add(vt);
+
+ Vector3 v = vt.position;
+ v.x += x;
+ v.y += y;
+ vt.position = v;
+ var newColor = color;
+ if (m_UseGraphicAlpha)
+ newColor.a = (byte)((newColor.a * verts[i].color.a) / 255);
+ vt.color = newColor;
+ verts[i] = vt;
+ }
+ }
+
+ #endregion
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/UI/OutlineAndShadow.cs.meta b/Assets/Scripts/UI/OutlineAndShadow.cs.meta
new file mode 100644
index 0000000000..a961a76c76
--- /dev/null
+++ b/Assets/Scripts/UI/OutlineAndShadow.cs.meta
@@ -0,0 +1,11 @@
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