FXAA is only useful in game engine who use defered shading because with defered shading, the lightning stage is separated from the geometric stage and hardware anti-aliasing don't give a correct result...
Defered shading is used by some game engine because it give the ability to render many lights in scene without significant performance hit... but there is several disadvantage like not being able to handle transparency, multiple material eating memory bandwitch, hardware anti-aliasing giving bad result ( reason why FXAA is used ), etc...
Directx 10.1 allow hardware anti-aliasing possible in deferred shading but SOASE is a directx 9 game...
As the EMB series, it is specific to a game or a engine... if Boris Vorontsov's make a EMB for SOASE or for the Iron engine, it will work... else forget it... unless you are a expert of shader code and wish to try modify the .fx files from SOASE yourself...
Some of the EMB effect can be made using a other method... by example, Tobi from the B5 mod bake the AO with HDR light in the cl texture... look the grasshopper at http://en.wikipedia.org/wiki/Ambient_occlusion ... first pic is the calculated AO, second pic is how it will look in SOASE without AO backed, third pic is how it will look in SOASE with AO backed... i think that Tobi use cinema 4D for calculate the AO... something who ask a lot of time but need to be made only one time...AO are geometry shadow and it is not related to light in the scene...
From the Stardock "news", it seem that Rebellion will move from shader 2.0 to 3.0... and the a topic where they post a pic before-after, it seem that light/shadow system is already greatly improved... by example, it seem that ship who are between the light and a other ship can cast shadow on the other ship... well, need to wait the release of Rebellion for know more...