For simplicity's sake i only used 3 textures instead of 6, since i hatching on light areas is confusing. Instead I just use a pure white for the brightest 2 areas and begin hatching in the midtones, and use the heaviest hatching on the darkest 2 areas, where its hard to notice the difference. This allows me to cram everything into the RGB channels of a single texture before splitting them out and recombining them in the shader. I used the blending technique found here to calculate the hatching level.
Maya CGFX File:
crosshatch.cgfx |
Unity SHADER File:
crosshatch.shader |