Combination of post-processing shader, LUTs, and according post-processing adjustments in an attempt to recreate Piotr Jabłoński's Destiny Grimoire Illustrations (https://www.artstation.com/artwork/nQd2NO).
In many ways, this is obviously an attempt at the impossible - imitating the skillful strokes of an experienced artist, who combines the benefits of both traditional and digital art tools with incredible precision; matching this art with nothing more than a bunch of tiling textures and render buffers. It was still worth a try, and I am quite content with the results.
Custom tri-planar mapping for different styles of hand-painted brushing distortion between distances, combined with a set of simple tiling patterns to imitate Piotr's brushes in surface materials and shadow detail. Additionally, I reconstructed world space coordinate input through an offset depth pass, to minimize inconsistencies around the screen edges.
I intentionally left the some artifacts untouched, like the edge inconsistencies, both to capture the iterative process of painting, but also to keep it experimental. My next post-process post will certainly remedy them.
Video Showcase

Reference Board for LUTs and Shader. You can find everything here:
https://www.artstation.com/nicponim