How to create a neutral PP filter as a base

I’m trying to build an outline shader for a more toonish look.

So far I managed to get the outline part working with the sobel filter which gets its information from the custom depth buffer. So far so good, the results are as expected. The PP filter only works, if the Blendable Location is set to “After Tonemapping” which I’m not sure is the correct location.

Now, If I want to apply the black outlines to the final rendering image, I need to attach the sceneColor as wel as the edge detection and combine them via multiply. The final image is way too saturated and contrasted because apparently the engine blends them additively/multiplicatively ?

This is the default scene without any postprocessing:

This is the outline result:

Here’s what I get when the shader is active:

This is the desired result which I created in photoshop:

And finally an overview on how the shader looks, note how the left part not displayed is the sobel algorighm producing the first screenshot:

I noticed that applying the SceneTexture:SceneColor node directly to the emissive Color produces a high contrast image, regardless of the added sobel result. Therefore I’m looking for a way to get a neutral postprocess shader as a base where I can then draw my outline result upon. Or a way to remove the double blending caused by the postprocess filter.