The brace timing is pretty mean, definietly needs better communicating. And yes, we are shamelessly imitating Lethal Company's look :)
The game renders to a 860 x 520 point-filtered Render Texture and we add a custom render feature added in at the very front of post processing.
Its job is to do 2 things: First to read the depth map so it can sample it 8 times for a sobel outline (cheap-ish at this resolution & in webGl) And secondly
to apply a posterization effect with 32 bands, mixed 50% with the original colour so its not TOO crunchy. The HLSL shader for that render feature looks like this: (parameters are passed in through shadergraph as a custom function)
Unlike LC we render our UI with a secondary perspective camera using meshes instead of sprites, allowing for wobble and movement which gives nice depth. Its also rendered to a Render Texture and blended additively ontop of the game.
Videos I watched prior to the jam helped a bunch!
(The Strange Graphics Of Lethal Company)
(Introduction to the Render Graph in Unity 6)