Is there any way to change lighting/lightmap resolution or fake a lower resolution?

I’m trying to have sharply pixelated lighting for a surface and can’t figure it out. I’ve been messing around with real time and baked lighting for this.


In this image of a baked point light, I posterize the HSV as a post-processing effect to give the lighting this old aesthetic, however, if you notice, there’s a clean ring effect with the light levels that surpass the image resolution. I want to make the lighting match the Base Map I have here before the posterize poster-processing effect.

So my question is, is it possible to change the resolution of a baked lightmap and real time lighting in Unity? Or do I have to make a custom shader to get this effect? And if so, is there any may to access lightmaps in shaders/Shader Graph, like maybe a reference similar to _MainTex? Or do I have to make my own lighting shader to get what I need?

Unfortunately, there aren’t many ways you can manipulate the lightmapped output using shaders. You’d either have to bake your lightmaps in an external DCC tool, or modify the output textures in Photoshop (or similar).