 		}
 
 		float4 frag (frag_in i) : COLOR {
-			return float4(LeapColor(i.screenPos), 1);
+			return pow(float4(LeapColor(i.screenPos), 1), 1/_ColorSpaceGamma);
 		}
 
 		ENDCG

		
		#pragma vertex vert
		#pragma fragment frag

		struct frag_in{
			float4 position : SV_POSITION;

﻿Shader "LeapMotion/Passthrough/Foreground" {
	Properties {
    _ColorSpaceGamma ("Color Space Gamma", Float) = 1.0
	}

	SubShader {
