Shader "Custom/OcclusionShader"
{
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        Tags { "Queue"="Geometry-1" }
        ZWrite On
        ZTest LEqual
        ColorMask 0
        
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;

                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;

                UNITY_VERTEX_OUTPUT_STEREO
            };

            v2f vert(appdata v)
            {
                v2f o;

                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_OUTPUT(v2f, o);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

                o.vertex=UnityObjectToClipPos(v.vertex);
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                return fixed4(0.0, 0.0, 0.0, 0.0);
            }
            ENDCG
        }
    }
}
