384x216 Resolution Sprite Game with Meshes: How to pull it off?

So I’m aiming for 384x216 as my resolution, in order to emulate a widescreen version of an 8 bit console. It’s also a good multiple of 1080p (5 screen pixels per game pixel) and 4k, so it should look nice on most displays. Most of my graphics are sprites, but I’m also using some meshes in a few spots to make my life easier. My camera’s size is 6.75 and orthographic.

While I can set the resolution to 384x216 in the Game tab, this just means my game builds are exceptionally tiny when viewed on a 1080p monitor, rather than scaling up to fill the screen. I’m guessing using a custom resolution (like 384x216) is not how this should be done?

When I set the resolution to 16:9 instead - and use canvas scaling to keep my UI at 384x216 - the game looks alright, but the meshes stop being pixelated and are instead sharp and don’t blend in with the sprites.

Is there any way to achieve a game resolution of 384x216 on a 1080p monitor that still has meshes looking pixelated like they belong in that 384x216 game world?

One trick could be to render your game to a 384x216 rendertexture, and display this texture with RawImage with the Canvas behing the GUI.