Post process shader inspired by cross hatching art style.
The hatching textures are placed based on an RGB gradient remap of the scene luminance. I tried different methods of mapping the textures, such as a cubemap projection in post process, and triplanar in object space. I also tried different methods of animating the hatching. The outlines are depth/normal discontinuity based. The thickness of the lines is modulated based on view distance and their shape is distorted with noise for squiggliness.