PostProcess Material - Mixing Edges of WorldNormal and CustomDepth

Hello folks.

I have a question which i believe requires high level of post process material creation. I am trying to create an postprocess material which can be seen through walls like an x-ray vision. I created one using only custom depth maps but it only had the edges around the object. Unlike that i want the edges to be visible in both objects borders + inside. For that i took the route for combining edges which are generated by both SceneTexture(customdepth) and SceneTexture(worldnormal).

Everything was fine until i realized normal edges are drawn outside of the objects borders, like i need a kind of interior offset to all edges. In addition to that when i masked normal edges to appear only on the areas where customdepth maps exist (only edges of customdepth render pass enabled objects), this intersection started bother me a lot. I researched a lot but no result yet.

Please share your thoughts how may i fix this. I am stuck.