Unlike fully occluded VR, passthrough renders the headset's outward-facing camera feed live, so the user can still see their actual room — the couch, the desk, other people. Layering virtual windows, buttons, and notifications on top of that is the basic shape of mixed-reality UI.
With passthrough active, the UI has to make it clear what's real and what's virtual — virtual elements often get a shadow, a slight glow, or a glassy material as a visual cue that sets them apart from the room. Because the real world stays visible, it's also generally safer than full immersion, which is why it's common for short tasks or collaborative scenarios.
The demo puts a translucent UI panel over a simplified "passthrough room" — a grid floor and back wall. The room carries a faint camera-noise flicker while the UI on top renders crisp, contrasting "captured reality" against "rendered virtual".
When to use
Good for brief tasks, tasks that involve walking around, or sharing a room with other people. Give virtual elements a material that sets them apart from reality to avoid confusion.