Custom depth buffer values always have TAA jitter

I am trying to turn a pin marker in my game transparent, based on whether its location is occluded by something in the scene. It generally works as expected, but the TAA adds jitter to the depth I’m getting from the SceneDepth node, so when my point is just behind an edge of a wall, it starts to flicker. I don’t experience this with FXAA, but I would like to keep the TAA enabled if possible.

I saw the “Custom Depth with TemporalAA Jitter” and thought it might be workout if I unchecked it and used the SceneTexture:CustomDepth node. Unfortunately I still get the same flicker, because both the pixel depth at the pin location and the custom depth keep jittering. Did I misunderstand this option?

This is my current setup (you can ignore the bias section, I still see the problem even without it):

This is the flickering am seeing:

343430-flicker.gif