text: // Copyright (c) Microsoft Corporation. All rights reserved.
  // Licensed under the MIT License. See LICENSE in the project root for license information.
  
  ///
  /// Simple occlusion shader that can be used to hide other objects.
  /// This prevents other objects from being rendered by drawing invisible 'opaque' pixels to the depth buffer.
  ///
  Shader "MixedRealityToolkit/WindowOcclusion"
  {
      Properties
      {
      }
      SubShader
      {
          Tags
          {
              "RenderType" = "Opaque"
              "Queue" = "Geometry-1"
          }
  
          Pass
          {
              ColorMask 0 // Color will not be rendered.
  
              CGPROGRAM
              #pragma vertex vert
              #pragma fragment frag
  
              // We only target the HoloLens (and the Unity editor), so take advantage of shader model 5.
              #pragma target 5.0
              #pragma only_renderers d3d11
  
              #include "UnityCG.cginc"
  
              struct v2f
              {
                  float4 pos : SV_POSITION;
                  UNITY_VERTEX_OUTPUT_STEREO
              };
  
              v2f vert(appdata_base v)
              {
                  UNITY_SETUP_INSTANCE_ID(v);
                  v2f o;
                  o.pos = UnityObjectToClipPos(v.vertex);
                  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
                  return o;
              }
  
              half4 frag(v2f i) : COLOR
              {
                  return float4(1,1,1,1);
              }
              ENDCG
          }
      }
  }