Borderlands 3~ish crosshatch

I guess most of who interested in UE4 have seen this BL3 tech demo.


I’m interested in how to make similar crosshatch, make it react to light and be more dense the darker the shadows are.
I kinda have an idea of how to apply it to the surface of a mesh and how to change it’s density depending on the lights direction and distance to it, but only for one given light at a time. Essencially it is the same method used in cell-shading technic, using vector parameter and an angle between light direction and vertex normals.

But there are several things I don’t understand how to implement.
Fist of all it is the shadows from another objects. They are absolutely out of equasion in this case. I could linetrace lightsource visibility for each vertex of a mesh, but It’ll just hugely drop performance down (or will it?).
Second less important thing is I don’t understand how to correctly show those crosshatches if I have several light sources, but I guess this one can be worked out by implementing more vector parameters.

I’ve seen Tom Looman posting about it on twitter but couldn’t find it in his blog. Although it seems he’s doing it with post process, in which case crosshatch might not be tied to a surface of an object.