Shader "LeapMotion/Passthrough/ThresholdOverlay" { Properties{ _Min("Min Brightness", Range(0, 1)) = 0.1 _Max("Max Brightness", Range(0, 1)) = 0.3 _Fade("Alpha Fade", Float) = 0.5 } SubShader{ Tags {"Queue" = "Overlay" "IgnoreProjector" = "True" "RenderType" = "Transparent"} Lighting Off Cull Off Zwrite Off ZTest Off Blend SrcColor DstColor BlendOp Max Pass{ CGPROGRAM #pragma multi_compile LEAP_FORMAT_IR LEAP_FORMAT_RGB #include "../Resources/LeapCG.cginc" #include "UnityCG.cginc" #pragma target 3.0 #pragma vertex vert #pragma fragment frag 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; } uniform float _Min; uniform float _Max; uniform float _Fade; float4 frag(frag_in i) : COLOR { float3 color = LeapGetStereoColor(i.screenPos); float brightness = LeapGetStereoColor(i.screenPos); float alpha = _Fade * smoothstep(_Min, _Max, brightness); return float4(color, alpha); } ENDCG } } Fallback off }