ChromaKey + Cinemachine + DoF + Background Meshes = Ghosting Effect & Pixelated Video?

Environment:
Unity 2023.2.15.f1
Cinemachine
Nexweron ChromaKey Kit
Grass Meshes (Book of The Dead)

Observation / Issue:
Ghosting / trailing effect appears around ChromaKeyed video (placed on 3D Plane within a scene) when viewed through Cinemachine virtual cameras possessing a Depth of Field Volume Effect.

Context:
I’ve converted Book of The Dead meshes to utilize the HDRP Lit Shader.

Help Sought / Question Asked:
Is the issue linked to the Grass Mesh shaders, the ChromaKey Shader, or to the means by which Cinemachine create’s depth of field in real-time.

I’d try temporarily hiding the grass meshes and stick in some cylinder primitives instead. Also, switch off TAA (or any AA) and see from there if the issue persists. If it does, it may point to the Chromakey Shader or the DOF with Cinemachine. It may of course be something entirely different too!

@newguy123
Temperal Anti-Aliasing was the culprit. Thank you (for pointing me in the correct direction).

Is TAA able to be applied only to specific Unity Layers?

Anti-Aliasing, such as TAA, appears to be regulated at the camera level (so maybe the only way to render certain objects with AA and other objects without AA is to utilize camera stacking and layer culling: one camera rendering with TAA and one without - seems expensive though - is there a better way?)