Sadly not.
I tried Groinshooters method in reshade which does reduce CA but reshade beta takes a huge hit to frame rate compared to sweetfx right now that I don't use it.
It's actually possible to gain some frames by changing a couple of lines in your ReShade.fx
Open ReShade.fx and find these lines (Valuables may vary on different versions of MasterEffect but you'll get the picture)
//textures
texture2D texColor : COLOR;
texture texColorHDR1 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; MipLevels = 7; Format = RGBA32F;}; //ping
texture texColorHDR2 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; MipLevels = 7; Format = RGBA32F;}; //pong
texture texMagicDOF { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; MipLevels = 7; Format = RGBA32F;};
#if (USE_RAYMARCH_AO == 1)
texture texAO { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; MipLevels = 7; Format = RGBA32F;};
texture texAO2 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; MipLevels = 7; Format = RGBA32F;};
#endif
texture2D texDepth : DEPTH;
texture texBloom1 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; MipLevels = 1; Format = RGBA32F;};
texture texBloom2 { Width = BUFFER_WIDTH/2; Height = BUFFER_HEIGHT/2; MipLevels = 1;Format = RGBA32F;};
texture texBloom3 { Width = BUFFER_WIDTH/4; Height = BUFFER_HEIGHT/4; MipLevels = 1;Format = RGBA32F;};
texture texBloom4 { Width = BUFFER_WIDTH/8; Height = BUFFER_HEIGHT/8; MipLevels = 1;Format = RGBA32F;};
texture texBloom5 { Width = BUFFER_WIDTH/16; Height = BUFFER_HEIGHT/16; MipLevels = 1;Format = RGBA32F;};
Then change MipLevels = 7 to MipLevels = 1
And Format = RGBA32F to Format = RGBA16F or RGBA8
Done
For gameplay I personally use MipLevels 1 and Format RGBA8 on all the valuables shown here.
Gives you more frames in trade for a bit decreased quality of effects...