There's a fun technique in After Effects to separate the image by channels, and then apply an effect turning the image into grids of small circles. Nudge the red a couple of pixels left, the blue a couple of pixels right, and then the green a couple of pixels up. When these are merged back, you get that very look you've described.
Yeah, we can do it in the shader by taking the UV texcoord, sampling the texture rgb, then using a collector, add the r, g, b values to the collector with the offsets in uv's to return the pixel color. It's extremely easy to do in HLSL/GLSL/WGSL/SPIRV/Metal. It can even be controlled using a vector map for the offsets so you can tune it and vignette the chromatic aberration around the edges of the screen. Giving it that truly retro CRT arcade feel. The more the spherical projection, the more aberration.
The first time I spoke with a 3D graphics type person that started to talk to me a video engineer type person about UV this UV that, I could not grok their use of the chroma channels needing coordinate position. Just another example of how terms get new definitions depending on the field using them. To this day, my default for UV is chroma related, not projection related, so I sometimes have to re-read something in the right context.