Modify Unity Camera's Projection Matrix in a Shader

Does anyone know if it is possible to modify the Unity camera’s projection matrix in a shader, and if so how would I go about doing so?

What are you trying to achieve?

You can write custom vertex shader and do what you want. Multiply vertex position by custom matrix for example.

I’m trying to recreate everything I did in this thread about off-axis projection skewing in shaders because using Unity’s default way of updating the camera projection matrix breaks all types of systems in Unity such as shadows, lighting, and deferred rendering, especially in Unity 5.