Shader "LeapMotion/Passthrough/Background" { SubShader{ Tags {"Queue" = "Background" "IgnoreProjector" = "True"} Cull Off Zwrite Off Blend One Zero Pass{ CGPROGRAM #include "../Resources/LeapCG.cginc" #include "UnityCG.cginc" #pragma target 3.0 #pragma vertex vert #pragma fragment frag uniform float _LeapGlobalColorSpaceGamma; struct frag_in { float4 position : SV_POSITION; float4 screenPos : TEXCOORD1; }; frag_in vert(appdata_img v) { frag_in o; o.position = UnityObjectToClipPos(v.vertex); o.screenPos = LeapGetWarpedScreenPos(o.position); return o; } float4 frag(frag_in i) : COLOR { return float4(LeapGetStereoColor(i.screenPos), 1); } ENDCG } } Fallback off }