No offence man, but the halftone looks like shit.
It's way too big.
I think instead of trying to use effects like halftone to push a drawn look, you should try to add imperfections like you'd see in prints, and more notably, scans.
Right now, the black and white version is "kind of" there, but it still seems too perfect overall to really trick someone into thinking it's the real deal.
I realize you're probably not going for 100% perfect, but I really think you have the potential to really make it look authentic.
Some things that you might want to look into.
Assuming you're just going for still images, anyway.
I don't know how much you can do in Unity for this type of thing.
It's really simple in Photoshop though. So if anything, if Unity has similar things you can do in post effects, you probably can do most of it in there.
Pay attention to some of the artifacts and shit that are in shitty scans.
A lot of times, they'll run a sharpening filter over them to get rid of some of the blurriness. Though a lot of times there's still a bit of blur. It tends to introduce some artifacts near your outside lines. It's up to you if you want that or not.
A lot of times, since it's paper, the images have a bit of grain to them. Adding noise to the final image would help. Just a tiny bit of noise at a low opacity would work.
Another note is a slight loss of contrast, an overlay of a solid gray (50% luminosity) at a pretty low opacity works pretty well in those situations.
And I know it's kind of frowned upon, but I think a -TINY- bit of chromatic aberration will help in this situation.
Don't leave it as is though, blur it by a few pixels, and drop the opacity. You can do the same thing by blurring one of the RGB channels as well.
Hopefully this helps out a bit, you've come a long way.
Body def looks fappable.
Pic related is some of the edits I had mentioned.