Shader "LeapMotion/Passthrough/Background" { Properties { _ColorSpaceGamma ("Color Space Gamma", Float) = 1.0 } SubShader { Tags {"Queue"="Background" "IgnoreProjector"="True"} Cull Off Zwrite Off Blend One Zero Pass{ CGPROGRAM #pragma multi_compile LEAP_FORMAT_IR LEAP_FORMAT_RGB #include "LeapCG.cginc" #include "UnityCG.cginc" #pragma vertex vert #pragma fragment frag uniform float _ColorSpaceGamma; struct frag_in{ float4 position : SV_POSITION; float4 screenPos : TEXCOORD1; }; frag_in vert(appdata_img v){ frag_in o; o.position = mul(UNITY_MATRIX_MVP, v.vertex); o.screenPos = ComputeScreenPos(o.position); return o; } float4 frag (frag_in i) : COLOR { return float4(pow(LeapColor(i.screenPos), 1/_ColorSpaceGamma), 1); } ENDCG } } Fallback off }