This is what the pointillism shader looks like for different threshold and light intensity values.
This is what the iridescence shader looks like for different light color and light intensity values.
This is what the fish-eye bulge shader looks like for different amount values.
This is what the vignette shader looks like for different offset and darkness values.
This is what the comic book shader looks like for different amount values. For this shader, I tried to mimic the effect Apple's Photobooth application has. This post- shader creates diamonds on the screen and colors them based on the base color's darkness. If the base color is darker than a certin value, the diamond that covers it is colored a lighter color. If the base color is brighter than a certin value, the diamond that covers it is colored a darker color. If the base color is too dark or too bright, the diamond remains the same color. This effect, in my opinion, goes well over the toon shader.
This is what the sobel filter shader looks like for different amount values.