Making the font asset of type Raster creates a pixel-perfect font, but it doesn't have the underlay option inside its material to give it a shadow.
Making it of type SDF (or one of the variants) does, but it's blurred in game view.
See the image for a visual example. The top text uses the SDF variant, whereas the bottom is of Raster type. This is Game View, zoomed in.
I considered using Unity's own Text component, which, strangely enough, doesn't blur in Game View (but does in Scene View). However, to give it a shadow, I need to create a 2nd, black Text object to place behind it with a small offset. This is fine, but then I need to match its value to the main Text's, and I can't seem to do that without checking every frame inside
Update(), which is wasteful.