Blender Cycles: uniform position-based colors? I am trying to create an effect where I have several objects (say, cubes) which draw their color from an underlying texture.

Imagine, for example, if I had a rectangular region consisting of side-by-side cubes (or alternatively one large object with many joined cubes). I also have a texture of, say, a rainbow in front of a blue sky. 

The effect I desire is that each object draws its color from the texture (i.e., a cube in the top-right corner gets the color of the top-right corner of the texture). Ideally, I would like that each object/cube is colored uniformly, say by extracting the color of the pixel closest to its position. The result would be a very grainy representation of the texture (depending on the resolution of my cubes).

Do you know if such an effect is possible in Blender Cycles?
This is just a response to mark this question as answered. The user Gorgious linked a video which showed the solution: youtu.be/05HFa3jNBH0?t=24

The trick seems to be to switch to top-down, orthographic view, then project a UV map from view, shift the UV map over the desired part of the texture, then select 'individual origins' and scale the UV map projections of each object waaaaay down. Done =)

Thanks, Gorgious!