Yes you can play with the settings as you want. The Material Instance takes normalmaps and flowmaps for calculating the offset. Basically, you can stack and mix every line and paint effect. I have used 4 Material instances on this scene. This effect is not for people watching at every frame drop. It is surprisingly fast and the framerates are ok ( on my computer). So i have no reference on that.
Íntel Core 2 Quad CPU 2.40GHz
Nvidia 560gtx ti
Ah i need to “smart blur sharpen” the postprocess effect i forgot about that. I have done several attemps to sharpen the effect. It works over emboss edge filter.
So what i can offer for now :
World Normal Edge Detection
World Normal Fresnel Edge Detection
World Normal Hatch Effect
Sobel Edge Detection
Custom Depth Edge Detection
Depth Edge Detection
Flowmap/Normalmap offset blur (paint effect)
Full control over every material post process.
Iam currently working on a game and i need to invest in hardware. This effect will be used on that game, and it cost me more than a week to develop it. So this postprocess package will cost a bit, but not much. Iam more interested in sharing ideas, but at the moment every penny counts.
But it will take another week to finish it up i guess. Its not about making the material better, i will take a lot of time on the documentation part. As i said, i am not a professional techartist so all i managed to build here was on research like crazy. Perhaps my thoughts and my setups will give you alot of inspiration to reach more into this whole pixel manipulation thing.
Thanks for your interest in my work that really pushed me forward.