 
 	#pragma target 3.0
 
+	uniform sampler2D _CameraDepthTexture;
+
 	uniform float4    _Color;
     uniform float     _Fade;
 	uniform float     _Extrude;

		return float4(color + _Color * glow * _GlowPower, brightness);
	}

	float4 frag(frag_in i) : COLOR {
		float4 handColor = getHandColor(i.screenPos);
		return float4(handColor.rgb, _Fade * handColor.a);
	}

	float4 alphaFrag(frag_in i) : COLOR {

		
	} 
	Fallback "Unlit/Texture"
}
