Shader "Hidden/ProBuilder/HideVertices"
{
    SubShader
    {
        Tags { "IgnoreProjector"="True" "RenderType"="Geometry" }
        Lighting Off
        ZTest On
        ZWrite On
        Cull Back

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
            };

            struct v2f
            {
                float4 pos : SV_POSITION;
            };

            v2f vert (appdata v)
            {
                v2f o;
                o.pos = fixed4(0,0,0,0);

                return o;
            }

            half4 frag (v2f i) : COLOR
            {
                return fixed4(0,0,0,0);
            }

            ENDCG
        }
    }
}