Let’s say I want to take an snapshot of a scene that is inactive, so I activate all its object and proceed to run this code:
RenderTexCam.gameObject.SetActive(true);
RenderTexCam.orthographicSize = myOrthoSize;
RenderTexCam.clearFlags = CameraClearFlags.Color;
RenderTexCam.targetTexture = myRTtarget;
RenderTexCam.transform.position = myPos;
RenderTexCam.Render();
RenderTexCam.gameObject.SetActive(false);
Then the scene is deactivated again in same frame. Everything shows up in the resulting RT except any Light2D.
Light2D get captured running the same code if the scene was already active in previous frames, so I’m missing something to make Light2D render for this quick snapshot version