Improving flat visuals using custom shaders?

I have a performance problem rendering some sliced models in my app in an appealing way. Adding more lights and using Phong materials helps, but that makes the app unusable with modest hardware.

Would a technique like this (minus the time component) be suitable to introduce micro textures on surfaces? Like really small pits or bubbles. I have very large model slices sometimes consisting of thousands of layers and 10s of millions of faces, so performance is an issue. Using lambert materials to minimize gpu load results in flat object visuals. This is a simple example of something I would like to texture to improve the appearance.