How can I make SMAA more expensive?

I really would like to make the SMAA algorithm (from com.unity.render-pipelines.universal@14.0.8\Runtime\Passes\PostProcessPass.cs) more computationally expensive. I was thinking of increasing the numberof samples taken into consideration, but unfortunately, I don’t know which variable is responsible for this. Any other ideas to increase the computational expense are appreciated!

Here is the code from the location above:

void DoSubpixelMorphologicalAntialiasing(ref CameraData cameraData, CommandBuffer cmd, RTHandle source, RTHandle destination)
{
   var camera = cameraData.camera;
   var pixelRect = new Rect(Vector2.zero, new Vector2(cameraData.cameraTargetDescriptor.width, cameraData.cameraTargetDescriptor.height));
   var material = m_Materials.subpixelMorphologicalAntialiasing;
   const int kStencilBit = 64;

   // Intermediate targets
   RTHandle stencil; // We would only need stencil, no depth. But Unity doesn't support that.
   if (m_Depth.nameID == BuiltinRenderTextureType.CameraTarget || m_Descriptor.msaaSamples > 1)
   {
       // In case m_Depth is CameraTarget it may refer to the backbuffer and we can't use that as an attachment on all platforms
       RenderingUtils.ReAllocateIfNeeded(ref m_EdgeStencilTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, GraphicsFormat.None, DepthBits.Depth24), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_EdgeStencilTexture");
       stencil = m_EdgeStencilTexture;
   }
   else
   {
       stencil = m_Depth;
   }
   RenderingUtils.ReAllocateIfNeeded(ref m_EdgeColorTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, m_SMAAEdgeFormat), FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_EdgeColorTexture");
   RenderingUtils.ReAllocateIfNeeded(ref m_BlendTexture, GetCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, GraphicsFormat.R8G8B8A8_UNorm), FilterMode.Point, TextureWrapMode.Clamp, name: "_BlendTexture");

   // Globals
   var targetSize = m_EdgeColorTexture.useScaling ? m_EdgeColorTexture.rtHandleProperties.currentRenderTargetSize : new Vector2Int(m_EdgeColorTexture.rt.width, m_EdgeColorTexture.rt.height);
   material.SetVector(ShaderConstants._Metrics, new Vector4(1f / targetSize.x, 1f / targetSize.y, targetSize.x, targetSize.y));
   material.SetTexture(ShaderConstants._AreaTexture, m_Data.textures.smaaAreaTex);
   material.SetTexture(ShaderConstants._SearchTexture, m_Data.textures.smaaSearchTex);
   material.SetFloat(ShaderConstants._StencilRef, (float)kStencilBit);
   material.SetFloat(ShaderConstants._StencilMask, (float)kStencilBit);

   // Quality presets
   material.shaderKeywords = null;

   switch (cameraData.antialiasingQuality)
   {
       case AntialiasingQuality.Low:
           material.EnableKeyword(ShaderKeywordStrings.SmaaLow);
           break;
       case AntialiasingQuality.Medium:
           material.EnableKeyword(ShaderKeywordStrings.SmaaMedium);
           break;
       case AntialiasingQuality.High:
           material.EnableKeyword(ShaderKeywordStrings.SmaaHigh);
           break;
   }

   // Pass 1: Edge detection
   RenderingUtils.Blit(cmd, source, pixelRect,
       m_EdgeColorTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
       stencil, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
       ClearFlag.ColorStencil, Color.clear,  // implicit depth=1.0f stencil=0x0
       material, 0);

   // Pass 2: Blend weights
   RenderingUtils.Blit(cmd, m_EdgeColorTexture, pixelRect, m_BlendTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, ClearFlag.Color, Color.clear, material, 1);

   // Pass 3: Neighborhood blending
   cmd.SetGlobalTexture(ShaderConstants._BlendTexture, m_BlendTexture.nameID);
   Blitter.BlitCameraTexture(cmd, source, destination, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, material, 2);
}