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Use the shadow pass switch node. It will allow you to mask the mesh, but not the shadow.

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DitherTAA is already in screen space, so you can inspect it to see how it’s done.
The best option is to use DLSS if possible. It smears significantly less than standard TAA/TSR.
You can increase the grid size of the TAA node by dividing the pixel position.


You can change the number of steps and the spacing between them within the custom node.
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The default of 2 is how far apart each set of steps are, and the default 5 is the total number of steps. Tweaking these will alter the look of the grid.
For example, a size of 3 and a step count of 4 and spacing of 2 will make for very little smearing, but the tradeoff will be much more flickering.
The bigger the grid gets, the more obvious the flicker will become.

You can also mess with the AA cvars under r.TSR or r.TemporalAA to get different results.
Results are also dependent upon screen percentage. So make sure to test it at various levels and adjust as needed.

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DLSS will override TAA/TSR when enabled automatically, make sure that one or the other is enabled alongside DLSS or else it wont work right. You should be able to tell the difference easily when toggling DLSS on and off, especially when moving the camera around dithered materials like this. You can adjust the screen percentage for the editor using the menu button in the top right of the viewport. For gameplay you will generally set it using the ini and console commands.

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