i’m not aware of any way. i could try to find a way to stick it to a consistent screen space pattern. that’s all i can think of, rn.
well… i modded the pattern from the DitherTemporaAA material function to the 50/50 ratio. its does not propagate thru the reflection bounces tho. i’m lacking some math knowledge there, what the coordinates are in the reflection. i reckon this should be a ray payload.
neither taa nor tsr are able to denoise it, anyway.
dithered translucency is a hacksh!t in the first place. should not be used for this reflection case.