That’s no problem.
I basically used the layer weight node’s facing value to get the factor for the lines, and multiplied that with a wave texture. There are a lot of little complications that make the whole “Hatching” nodegroup reusable, (I even found a way to allow for variable light direction, though no scene lights are used) but that’s the main point. I multiplied multiple Hatching nodes with different angles together to get the cross-hatching here, then used the whole thing as a mask between a paper texture and graphite color.
I may post nodes later, but I feel like the whole thing would be better off as a fragment shader in openGL so that I can use scene lighting.
Unfortunately, I have used so many custom nodegroups to make the nuances of the Hatching nodegroup work I fear I can’t explain the details without explaining a LOT of details.
Maybe I will have time in the future.