due to my tests i once created sth like this:

btw, i have an exe in my downloadsection which might show you something in motion;)
however, what you require would be the general toon shader on everything ...
and then an edge filter (which is also easy to create) and a bw-filter (which is really simple) over the whole view.
edge filter kernel could look like this (there may be other ones around):
+ - +
- + -
+ - +
telling you which math (addition or substaction) of the neighbour pixels to use.
float4 view = tex2D(renderedView,texCoord);
view += tex2D(renderedView,texCoord+float2(-1,-1)*offset);
view -= tex2D(renderedView,texCoord+float2(0,-1)*offset);
view += tex2D(renderedView,texCoord+float2(1,-1)*offset);
...and so on
//offset should be a really small lvalue like 0.001 for example
...
float bw = (view.r + view.g + view.b) / 3;
...
[edit]
btw, i just came along this embos kernel:
-1 0 1
-1 0 1
-1 0 1