 		
 	} 
 	Fallback "Unlit/Texture"
-}+}

		o.vertex.xy += offset * _Extrude;

		o.screenPos = ComputeScreenPos(o.vertex);
		return o;
	}


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

	float4 frag(frag_in i) : COLOR{
		float4 handColor = getHandColor(i.screenPos);
		float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
		float partZ = i.projPos.z;
		float diff = smoothstep(_Intersection, 0, sceneZ - partZ);
		return float4(lerp(handColor.rgb, _Color.rgb * 20, diff), _Fade * handColor.a * (1 - diff));
	}

	float4 alphaFrag(frag_in i) : COLOR {
