solution:
create a material DepthMask and link it to the shader below:
CODE:
Shader "DepthMask" {
SubShader {
// Render the mask after regular geometry, but before masked geometry and
// transparent things.
Tags {"Queue" = "Geometry-10" }
// Turn off lighting, because it's expensive and the thing is supposed to be
// invisible anyway.
Lighting Off
// Draw into the depth buffer in the usual way. This is probably the default,
// but it doesn't hurt to be explicit.
ZTest LEqual
ZWrite On
// Don't draw anything into the RGBA channels. This is an undocumented
// argument to ColorMask which lets us avoid writing to anything except
// the depth buffer.
ColorMask 0
// Do nothing specific in the pass:
Pass {}
}
}
i find the solution into a vuforia's materials pack