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.
Difference from shadow patterns
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
Usage
- Pick a Mode — Sketch for soft pencil, Hatching for printed ink, Drawn for irregular hand-made lines.
- Assign a tileable greyscale pattern.
- Tune Density until the lines read at gameplay distance.
- 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.
Related
- Greyscale & Posterize — completes the comic stack.
- Outline — ink edges around the hatched fills.
- Cel Shading — hatching reads cleaner over banded light.
- Shadows — screen-space pattern alternative.
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