Creating a blue noise dither post-processing shader

I’m a pretty beginner Unity user and I have been fighting for my damn life trying to achieve a specific look. I want to get a very subtle dither that looks basically like this, but with blue noise instead of ordered dithering (Unity won’t let new users put multiple embedded pictures in a post so I have to use links).

After doing a bunch of reading, I figured out basically how to get a shader working on a new render feature, and I’ve been referencing the above video to create a dither. However, the process and math he uses in the video rely on a bayer matrix, but I want to use blue noise, which apparently is best done with a sample texture. Using render graph and attempting to apply the math from the video, I was able to get this (I’m adjusting the dither spread):
secretxmasprojectWIP1

Obviously blue noise has been applied, but the edges of things are all blurry. I don’t think I’m sampling the noise texture to the screen correctly. Any help is very much appreciated.

Here’s my current shader graph

acerola isn’t adding dithering to the texture coordinates, he’s adding to the color channel. i don’t know if that’s your intention or not. also, i strongly recommend remapping your dithering to a triangular distribution with a (dithering - .5) * 2 (this makes it a -1~1 range) as it will blend between colors more smoothly, and influence the colors of the scene less.