How to setup post process material to act like material override

How can I go about creating a post process volume to act like a render layer from maya where I can apply a customer material to all the objects in the scene?

SO far Ive been about to create ‘scene materials’ based on whats available from the buffer. But for example, Id like to have a 'fresnel shader render pass. As a surface texture, this is obviously simple. a black color, a white color, and a lerp with a fresnel plugged into the alpha. Pipe that whole thing in to the emmisive and were done.

But when I try plug that same small little network into the emmisive for a post process material, the shader is not being applied to objects in the local object spaces - it just applies the gradient across the entire scene.

Is there somehting Im missing in my simple little shader network to get this to work on the surfaces? Cause this would be really handy for setting up custom render passes in the mrq.

Thanks for any help!