Probably a real edge case, but this is a node set and example materials produce a reasonable approximation of the classic gingham checker pattern.
The model must be UV unwrapped and the the UV texture plugged into the group or the result will be anything from horrible to useless.
You can change the colors by digging into the group and adjusting the color-ramp node. A fairly broad range of effects are possible but I've only supplied a couple of common variations.
(Follow kind comment from @rvwsr, I've added a couple of [quick and dirty] scenes including a model from MakeHuman but re-dressed in the gingham fabric. Although I don't draw people, this is the sort of thing where gingham is typically found. It's also seen on vinyl tablecloths from the 1960s - which is where I first recall it.)
See an example from BBC's Red Dwarf here: https://www.youtube.com/watch?v=1KE0njnZXyY
Sorry, yes, that was my bad. I should have included a model that didn't rely on the cloth sim. I'll see what I can come up with but modelling soft objects isn't one of my strengths (I'm having a lot of fun with nodes groups though). I'll update this right away with something that will render right out of the box.
EDIT: I've added a couple of extra scenes to the blend including a Makehuman model that show this texture/node/material in more detail.
Thanks for this material. I used it in a sleeping bag I just uploaded.
Nice one. At least it's had found use, which is why we do this! Look forward to seeing it. The look was everywhere when I was a kid in the 1960s, fortunately it's not as ubiquitous now and actually looks pretty good. (My folks had a plastic tablecloth with it in red... it was like eating dinner after dropping acid)
The cache from the cloth simulator is not included (which is good) but this means you can't just render the file as is. To get something that resembles the second picture, you need to free the baked information (which isn't there) and then run the animation forward from 0 to run the cloth simulator until the cloth is wrapped around the ball. Then it renders nicely.