A · Inverted Hull

Hatch multiplied into a shadow mask · boil by channel permute · outline as backface-expanded geometry

B · Screen-Space Line Art

Hatch as four tone stops · boil by golden-angle UV walk · outline from a depth/normal/id edge pass

C · Vertex Arcade's Sketch Shader

Marks thresholded in screen space · tone from the lit result, posterised · boil by texture flicker ·

D · Object-Space Line Art

C’s hatching · contours extracted from mesh topology · chained into strokes · lifts placed along arc length

Drag any pane to orbit · right-drag to pan · scroll to zoom · all four cameras stay locked together · how these work