I’m interested in (roughly) emulating the look of older 3d games, where vertices stuttered around to fixed gridpoints (this was especially famous and prevalent on the PS1).
Is it possible to perform some kind of universal vertex->vertex shader on all objects in the scene, after they’re transformed to camera space but before they’re transformed to screen-space, using the URP? I know you can do post-processing on the final image, so I’m wondering if there’s some kind of preprocessing I can do that affects vertices instead of pixels. I’m familiar with writing shaders, but I don’t know how the pipeline stuff works and what it can do.
Or is my best bet just to make a custom shader that does this and make sure all my materials in my scene use it?