Any tips or advice for forcing the game to render at a specific resolution and then scaling up

I like messing around with shaders and recently had been working on a shader for pixelate the screen. I feel like there is a way to simulate something that acts very similar to it but I can’t appear to find anybody explaining how to do it besides messing with the Resolution Up-scaling…

It won’t work for my game because it just makes things blury and I want it to look pixalated.

Instead I want something simular to Lethal Company, See here: https://youtu.be/Z_-am00EXIc?t=325https://youtu.be/Z_-am00EXIc?t=325

I know lethal company is a unity game but my idea is still there with the rendering concept.

The idea is to layer a shader on top of a crisp upscale, but where would I start to get the game to render to the view-port at a specific resolution?

I don’t know anything about pixelated art styles , so i could be totally wrong. But since you didn’t get any answers so far, i can give a suggestion you could try and see if it works for you or google more in that direction.
About ur original idea of pixelated look, did you try “r.Upscale.Quality 0” CVar paired with “r.ScreenPercentage x” (50-70 for example)? I’ve seen people recommend that. And obviously you need to turn off antialiasing - “r.AntiAliasingMethod 0” or in the rendering settings.
“r.Upscale.Quality 0” - is the key CVar to make your low resolution sharp and not blury like you wanted.
I can’t really tell anything about Lethal Company, sry.