Lights per camera, how to?

I have a map camera for my minimap, it should renderer the terrain unlit or with light from a straight-down light without any shadows (which wouldn’t in turn be used by the normal player camera). The normal scene lights shouldn’t affect this camera’s rendering.

What I tried so far:

  1. Setting the lights to a specific layer and removeing this layer from the camera’s culling mask (Doesn’t work at all)

  2. Using OnPreCull & OnPostRender to enable/disable lights (Works, but performance takes a big hit)

  3. Using Camera.RenderWithShader to make the camera render objects with a spcific shader (Unlit/Texture, for example). Doesn’t work either, or I don’t know how to use it correctly:

    using UnityEngine;
    

    using System.Collections;

    public class MapCamera : MonoBehaviour {

      public Shader unlitShader;
            
      void Start() {
          unlitShader = Shader.Find("Unlit/Texture");
          GetComponent<Camera>().RenderWithShader(unlitShader, "");
      }
    

    }

The camera is inactive when Start() is called, and the replacementTag is left empty, both as described in Rendering with Replaced Shaders.

So, I finally found out how to use the Replacement Shader methods:

public class MapCamera : MonoBehaviour {

	public Shader unlitShader;

	void Start() {
		unlitShader = Shader.Find("Unlit/Texture");
		GetComponent<Camera>().SetReplacementShader(unlitShader,"");
	}
}