How to cutout Wall/Ceil by Built-in Shader?

I made two shader to cutout circle.
It looks like this and works properly:
Imgur
but I can see the floor or objects behind wall in this case:
Imgur

I want this image
화면 캡처 2024-03-31 000400

How can I make it?

Shader of Sphere :

Shader "Unlit/Mask"
{
   Properties {}
    SubShader
    {
        Tags 
        {
            "RenderType"="Opaque"
            "Queue"="Geometry-1" 
        }

        Stencil
        {
            Ref 10
            Comp Equal   
            Fail Replace
        }

        CGPROGRAM
        #pragma surface surf nolight noforwardadd nolightmap noambient novertexlights noshadow

        struct Input { float4 color:COLOR; };

        void surf (Input IN, inout SurfaceOutput o)
        {
            o.Alpha = 0;
        }
        float4 Lightingnolight(SurfaceOutput s, float3 lightDir, float atten)
        {
            return float4(0, 0, 0, 0);
        }
        
        ENDCG
    }
    FallBack ""
}

Shader of Ceiling : 
Shader "Unlit/StencilTarget"
{
    Properties
    {
        _Color("Black",Color) =(0,0,0,1)
    }
    SubShader
    {


        Pass
        {
            Tags {
            "RenderType"="Opaque"
            "Queue"="Geometry" 
            }
            LOD 100
            Stencil
            {
                Ref 10
                Comp NotEqual 
            }
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _Color;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

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

Shader of Black Ceiling :

Shader "Unlit/StencilTarget"
{
    Properties
    {
        _Color("Black",Color) =(0,0,0,1)
    }
    SubShader
    {


        Pass
        {
            Tags {
            "RenderType"="Opaque"
            "Queue"="Geometry" 
            }
            LOD 100
            Stencil
            {
                Ref 10
                Comp NotEqual 
            }
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                UNITY_FOG_COORDS(1)
                float4 vertex : SV_POSITION;
            };

            sampler2D _MainTex;
            float4 _Color;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                UNITY_TRANSFER_FOG(o,o.vertex);
                return o;
            }

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