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