Fresnel light rim as an unbound post effect?

Hello folks,
I’ve seen a lot about Fresnel emissive rim materials that work on the materials of objects in the scene, but I’d rather not have to add that functionality to every different shader to make sure all the objects have it and are synced up in settings.

I’d like to try turning them into an unbound post effect I can set on the world, but there’s a step or three I’m not getting right. Do you have any insights?

Same question!