My render texture, if rendered using a standard Transparent Diffuse shader, gets entirely multiplied by the camera clear value’s alpha value, even in the opaque regions. The offered solution, however, does nothing to help. Anyone with any ideas?
I found that the sprite default shader didn’t work so well on 3D objects, but it did set the opaque bits as desired.
So then I tried a two pass approach:
Material material = gameObject.GetComponent<Renderer>().material;
material.shader = Shader.Find("Sprites/Default");
camera.Render();
material.shader = Shader.Find("Standard");
camera.Render();