16x16 Bayer Matrix for dithering masked materials

The current DitherTemporalAA material node in Unreal is okay, but could be improved. The downsides are noticeable repition and croping too much away from the texture.

Naughty dog implemented for Uncharted 4 an 16x16 Bayer matrix algorithmus to decrease visible repition pattern on dithered masked materials.

In the presentation “Temporal Antialiasing in Uncharted 4” held at siggraph 2016, they showed the implementation for the bayer matrix at slide 95:

Would it be possible to add this dithering algorithmus as an material node?