Hi, can someone perhaps help me to understand how to get a Shader that will allow me to have a 3D object with a solid - unlit color, but have the edge outlined to be another solid color. The effect should look like this:

Most of the examples that I have looked at are more helpful for cartoon style shading or object highlighting. I would like to achieve the above effect with the most performant Shader possible. If I am able to get the ugly pixelated feel, then that would be great.
Many Thanks!
Ok, so I manged to get the following edge effect, I am trying to figure out how to add the solid fill. Any help would be appreciated

CODE:
Shader "Custom/Basic/Wireframe"
{
Properties
{
[PowerSlider(3.0)]
_WireframeVal ("Edge width", Range(0., 0.5)) = 0.05
_EdgeColor ("Edge color", color) = (1., 1., 1., 1.)
}
SubShader
{
Tags { "Queue"="Geometry" "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma geometry geom
#pragma shader_feature __ _REMOVEDIAG_ON
#include "UnityCG.cginc"
struct v2g {
float4 worldPos : SV_POSITION;
};
struct g2f {
float4 pos : SV_POSITION;
float3 bary : TEXCOORD0;
};
v2g vert(appdata_base v) {
v2g o;
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
return o;
}
[maxvertexcount(3)]
void geom(triangle v2g IN[3], inout TriangleStream<g2f> triStream) {
float3 param = float3(0., 0., 0.);
#if _REMOVEDIAG_ON
float EdgeA = length(IN[0].worldPos - IN[1].worldPos);
float EdgeB = length(IN[1].worldPos - IN[2].worldPos);
float EdgeC = length(IN[2].worldPos - IN[0].worldPos);
if(EdgeA > EdgeB && EdgeA > EdgeC)
param.y = 1.;
else if (EdgeB > EdgeC && EdgeB > EdgeA)
param.x = 1.;
else
param.z = 1.;
#endif
g2f o;
o.pos = mul(UNITY_MATRIX_VP, IN[0].worldPos);
o.bary = float3(1., 0., 0.) + param;
triStream.Append(o);
o.pos = mul(UNITY_MATRIX_VP, IN[1].worldPos);
o.bary = float3(0., 0., 1.) + param;
triStream.Append(o);
o.pos = mul(UNITY_MATRIX_VP, IN[2].worldPos);
o.bary = float3(0., 1., 0.) + param;
triStream.Append(o);
}
float _WireframeVal;
fixed4 _EdgeColor;
fixed4 frag(g2f i) : SV_Target {
if(!any(bool3(i.bary.x < _WireframeVal, i.bary.y < _WireframeVal, i.bary.z < _WireframeVal)))
discard;
return _EdgeColor;
}
ENDCG
}
}
}