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DocumentationFeaturesArtistic Effects

Artistic Effects

Artistic Effects layers a pencil-sketch, cross-hatch, or hand-drawn ink pattern over the lit surface, driven by lighting intensity and view direction. It is the fastest path from a PBR mesh to a sketchbook or graphite-illustration look.

When to use it

  • Sketchbook and concept renders that should read as drawings.
  • Tutorial or cutscene sequences that briefly drop out of full color.
  • Comic stack — combined with Posterize and Outline for a printed-ink result.

Modes

  • Sketch — a tileable pencil texture multiplied by 1 - NdotL, so darker regions gain more pencil.
  • Hatching — a cross-hatch texture quantized by lighting: denser hatching in shadow, sparser in highlights, solid black in the deepest shadow.
  • Drawn — a hand-drawn ink overlay (an artist-authored 1D ramp) sampled by view angle. Because it tracks the surface rather than the camera, a rotating mesh reads as a continuous drawing.

Properties

Inspector labelShader propertyTypeDefaultDescription
Mode_ArtisticModeEnumOffOff, Sketch, Hatching, or Drawn.
Pattern Texture_ArtisticTextureTexture2DNoneGreyscale overlay pattern.
Density_ArtisticDensityVector4(4,4,0,0)Tiling (xy) and offset (zw) of the pattern.
Threshold_ArtisticThresholdFloat (0–1)0.5Lighting value at which the overlay engages.
Smoothness_ArtisticSmoothnessFloat (0–1)0.1Smoothstep softness of the threshold.
Line Color_ArtisticColorColorRGB(0,0,0)Tint multiplied into the overlay.
Intensity_ArtisticIntensityFloat (0–1)1.0Overall blend strength.

Usage

  1. Pick a Mode — Sketch for soft pencil, Hatching for printed ink, Drawn for irregular hand-made lines.
  2. Assign a tileable greyscale pattern.
  3. Tune Density until the lines read at gameplay distance.
  4. Combine with Posterize and Outline for the complete comic stack.
material.SetFloat("_ArtisticMode", 2); // 0=Off, 1=Sketch, 2=Hatching, 3=Drawn material.SetTexture("_ArtisticTexture", hatchTex); material.SetTextureScale("_ArtisticTexture", new Vector2(6, 6));

Tips & gotchas

  • Use a tileable pattern — non-tileable hatches show seams across UV islands.
  • A threshold around 0.5 reads best for hatching; lower it for sparser lines, raise it for denser.
  • Cost is one extra texture sample, so it is safe on mobile.
  • Surface-locked overlays work natively in VR; no stereo adjustment is needed.
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