Built in PP Stack V2 world position jittered in game view, working fine in scene view?!

Don’t ask why, I want to draw topological height lines in post processing.
And it’s somewhat working but only in the scene view, in the game view the lines are bouncing every time I move the camera and it’s driving me nuts.

Of course I did read a couple of posts and it seems that this might have something to do with the depth texture jittering for TAA - but anti aliasing is disabled …

Here is the C# part:

using System;
using UnityEngine;
using UnityEngine.Rendering.PostProcessing;

[Serializable]
[PostProcess(typeof(HeightLinesPPFXRenderer), PostProcessEvent.BeforeTransparent, "Custom/HeightLinesPPFX")]
public sealed class HeightLinesPPFX : PostProcessEffectSettings
{
    [Range(0f, 1f), Tooltip("HeightLinesPPFX effect intensity.")]
    public FloatParameter blend = new FloatParameter { value = 0.5f };
    [Range(0f, 10f), Tooltip("HeightLinesPPFX thickness.")]
    public FloatParameter thickness = new FloatParameter { value = 0.5f };
    public ColorParameter color = new ColorParameter { value = Color.white };
}
public sealed class HeightLinesPPFXRenderer : PostProcessEffectRenderer<HeightLinesPPFX>
{
    public override DepthTextureMode GetCameraFlags()
    {
        return DepthTextureMode.Depth;
    }

    public override void Render(PostProcessRenderContext context)
    {
        var sheet = context.propertySheets.Get(Shader.Find("Hidden/Custom/HeightLinesPPFX"));

        sheet.properties.SetMatrix("_ViewProjectInverse", (context.camera.projectionMatrix * context.camera.worldToCameraMatrix).inverse);
        sheet.properties.SetFloat("_LineThickness", settings.thickness);
        sheet.properties.SetColor("_LineColor", settings.color);

        context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
    }
}

And there goes the shader:

Shader "Hidden/Custom/HeightLinesPPFX"
{
    HLSLINCLUDE
        #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"

        TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
        TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture);

        float4x4 UNITY_MATRIX_MVP;
        float4x4 _ViewProjectInverse;

        float _LineThickness;
        float3 _LineColor;
      
        struct FragInput
        {
            float4 vertex    : SV_Position;
            float2 texcoord  : TEXCOORD0;
            float3 cameraDir : TEXCOORD1;
        };

        FragInput VertMain(AttributesDefault v)
        {
            FragInput o;
          
            o.vertex   = mul(UNITY_MATRIX_MVP, float4(v.vertex.xyz, 1.0));
            o.texcoord = TransformTriangleVertexToUV(v.vertex.xy);

#if UNITY_UV_STARTS_AT_TOP
            o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif

            float4 cameraLocalDir = mul(_ViewProjectInverse, float4(o.texcoord.x * 2.0 - 1.0, o.texcoord.y * 2.0 - 1.0, 0.5, 1.0));
            cameraLocalDir.xyz /= cameraLocalDir.w;
            cameraLocalDir.xyz -= _WorldSpaceCameraPos;

            float4 cameraForwardDir = mul(_ViewProjectInverse, float4(0.0, 0.0, 0.5, 1.0));
            cameraForwardDir.xyz /= cameraForwardDir.w;
            cameraForwardDir.xyz -= _WorldSpaceCameraPos;

            o.cameraDir = cameraLocalDir.xyz / length(cameraForwardDir.xyz);
          
            return o;
        }

        float4 FragMain(FragInput i) : SV_Target
        {
            float3 sceneColor  = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoord).rgb;
            float  sceneDepth  = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord).r;

            float depth01 = Linear01Depth(sceneDepth);
            float linearDepth = LinearEyeDepth(sceneDepth);
            float3 worldPosition = (i.cameraDir * linearDepth) + _WorldSpaceCameraPos;
          

            float isLine = float(abs(fmod(worldPosition.y, 10)) < _LineThickness && sceneDepth > 0.0);
            sceneColor = lerp(sceneColor, _LineColor, isLine);

            //sceneColor = float3(1-depth01, 0, 0);

            return float4(sceneColor, 1.0);
        }


    ENDHLSL

    SubShader
    {
        Cull Off ZWrite Off ZTest Always

        Pass
        {
            HLSLPROGRAM
                #pragma vertex VertMain
                #pragma fragment FragMain
            ENDHLSL
        }
    }
}

The effect (in the scene view) looks somewhat like the one in this post:

But only appears when I move the camera.

Any help is highly appreciated.

Screen Recording of the issue: