How would I pixelate something and make sure the pixels stay / don't "dance"

So to make this question make sense, I am procedurally creating a polygonal shape for a room, and then mapping a square texture onto the trapezoidal shape of the walls. My game is going to be pixel art, and there is no defined wall angle, so I need to pixelate the wall after it has been made. I made a quick ShaderGraph that pixelates it correctly, however, if I move the camera, the pixels get different averages and it hurts to look at.

Currently, this is what my graph looks like

I have tried using UV instead of Screen Position but that does not work as expected

If this would be better done in an HLSL shader, feel free to share your expertise for that as well, I’ve never written one but I am more than willing to learn

Hi!
You’re using screen space position to the generate the pixelation in the ShaderGraph. This changes when the camera moves, causing the “swimming effect”. You should use UV coordinates instead, and have your texture sample from the pixelation result. Hope this helps!

Sadly UV doesn’t even work the right way, it does an almost zoomed in effect. The pixelation needs to happen in a separate material so I am using Scene color to see through the material and pixelate whatever is behind it

Do you mind posting a screenshot or video as to why the UVs aren’t working for you? And what’s the output that you are looking for?