Other than tweaking intensity and smoothness, there's not much to do here. Remember, the PPv2 stack isn't something by DFU, we're just providing toggles and sliders to Unity's own postprocessing solution.
Below are the effects available in PPv2, note dither isn't listed for any of the render pipelines.
https://docs.unity3d.com/2019.4/Documen ... d-location
The dither toggle in DFU is for the hard-coded "magic dither" at the end of Unity's Uber.shader and FinalPass.shader. I originally just disabled this, then later added a toggle.
https://github.com/Interkarma/daggerfal ... 8cb67603f2
This step really just creates noise imo, and I agree with one of your earlier comments that it should be removed or replaced with a custom dither postprocess shader. If anyone knows a good PPv2-compatible dither postprocess shader for Unity with a free license, I'll look at including it in a future release.