Adding passthrough shader variants to apply texture to a surface.
Added rigid forearm
Modified HandController to remove invalid references in case it is persisted into another scene.
Added run-time hand selection method.
Making crosshair methods accessible.
Disable undesirable mouse movement by default in OVRPlayerController.
Changing unselected menu item color from back to white, for readability on mostly black IR passthrough.
Adding scene selection shortcut keys & public methods

/ (Slash) => Load next scene
' (Quote) => Reload current scene
\ (Backslash) => Load previous scene
Replacing copied directories LeapMotion, OVR and LeapMotion+OVR with SymLinks to those directories in LeapMotionVRAssets subtree.

Consistency with updated files required:
Modified ProFlaresOculusHelper to look for OVRCameraRig instead of OVRCameraController
Removed OcuLeap/CameraManager.cs
Removed OcuLeap/KeyboardMover.cs
Modified VD/flags/Manager to use SelectNewHands method instead of SetNewHands from LeapMotion/DemoResources/Scripts/HandCycler.cs
Adding RigidFullHand which includes an arm bone.
Modified HandCycler to avoid failed attempt to find HandController via GetComponent.
Fixed scene selection bug where last menu selection could influence definition of Next, Previous and Current scenes.
Corrected names of surface shaders.
Merge origin/master into fork/updates
Merge commit 'eba5f39e201d6fbf4bdb76b2a8fc0003a3690b1c' into update-LMVRA
Forcing passthrough shaders to be drawn as background (first pass rendering).

This prevents the passthrough from being drawn over the hand models.
LeapMotionVRAssets meta data
FIXUP: Adding Queue = Background tag to RGB shaders
Adding surface passthrough shaders
Shader meta files