As the title says, I'm trying to create a lit PSX shader in shader graph with vertex snapping, however the lower the vertex resolution I set, used in ranges of [8, 16, 32, 64, 128, etc...], creates a severe light banding effect on the models I apply it to. High resolutions like 256-512 barely have the effect but also barely have any snapping.
I have discovered that only when both cast shadows and recieve shadows are enabled it happens. If either is disabled there is no light banding so the shadow pass seems to not be using my vertex displacements properly