Hi Snowik,
thank you! We used a Fullscreen Shader Graph that multiplied a Screen Space UV map, floored it and divided it again to achieve a pixelated look.
Then, we added an extremely subtle procedural horizontal checkerboard pattern (offset by time) and added it to that UV map, making it pixelated with animated horizontal offset stripes.
Finally, I used the UV map to create two additional variants of it, offset by very few pixels, and now had a total of three slightly different UV maps, one for each color channel of the URP Sample Buffer (Blit).
And that’s it! :)








