 		}
 
 		float4 plot (float2 uv, float2 screenPos, float y, float absScoreResult)
-		{
-			const float edge = 0.025 * absScoreResult;
+		{				
+			const float edge = absScoreResult / 20.;
 			
 			if (isnan(y))
 				return float4(0., 0., 0., 0.);
 		
-		    float dist = abs(uv.y - y);
-			
-			if (isnan(dist))
+		    float ydist = abs(uv.y - y);
+			
+			if (isnan(ydist))
 				return float4(0., 0., 0., 0.);
 
-		    if (dist < edge)
+		    if (ydist < edge)
 		    {
-		    	float v = noise(screenPos) + 1.;
+		    	float n = noise(screenPos);
+		    	float v = n > .3 ? n + 1.: 0.;
 		        return float4(v, v, v, v);
 		    }
 


			// Albedo comes from a texture tinted by color
			fixed4 c = drawMark(nuv, IN.screenPos.xy) * _Color;
			c += plot(uv, IN.screenPos.xy, vA, absScoreResult) * _FnAColor;
			c += plot(uv, IN.screenPos.xy, vB, absScoreResult) * _FnBColor;
			c += plot(uv, IN.screenPos.xy, vR, absScoreResult);
			
			o.Albedo = c.rgb;
			// Metallic and smoothness come from slider variables
			o.Metallic = _Metallic;

		_Operator ("Operator", Range(0, 3)) = 0
		_ValA ("ValA", Float) = 1.0
		_ValB ("ValB", Float) = 1.0
		_Score ("Score", Float) = 0.0
		_FuncInterpolA ("FuncInterpolA", Range(0, 1)) = 1
		_FuncInterpolB ("FuncInterpolB", Range(0, 1)) = 1
		_FuncInterpolResult ("FuncInterpolResult", Range(0, 1)) = 1
	}
	SubShader {
		Tags { "RenderType" = "Transparent" }
