Occlusion culling with objects very near cameras?

I’m working with an Oculus Rift & webcams using WebCamTexture. The way I’m doing this is with a pair of planes that are placed 0.2 in front of the 2x in game cameras & assigning the WebCamTextures to these planes. This screenshot should make things clearer;

This works fine until I try to use occlusion culling to improve performance. When I bake occlusion culling the planes that the WebCamTextures are rendered to disappear - as if they are always being culled.

I have tried different settings of ‘Smallest Occluder’ & ‘Smallest Hole’ & switching the planes between different static tags (occluder static, occludee static, etc.) but nothing seems to have any effect.

Any ideas?

Fixed it myself. For anybody that arrives here from Google, my issue was with the near clipping plane of the in game cameras.