The base shader consists of two blended passes,
a hatching shader with diffuse and specular lightning
calculation and the contour shader below.
You can control some uniform parameters over the corresponding cgvector nodes.
1) Drop the top shader ball and all three textures below in the Render Tree.
2) Connect the two hatching textures with the corresponding texture loaders of the first shader
(123hatching.tga -> OGL13Texture8, 456hatching.tga -> OGL13Texture7).
Connect also the random texture to the OGL13Texture10 loader.
The contour texture also must be connected with the texture loader for the second shader.
And of course your object needs a texture projection.
Texture 1.0:
Hatching Texture 0
Texture 1.1:
Hatching Texture 1
Texture 2.0:
Contour Texture
Texture 3.0:
Random Texture
You can also download a demo scene
here.
The shader in the scene has a third pass for rendering the background paper (but no random strokes).
You can also control the paper color.