RenderTexture depth buffer on D3D11

When I create a RenderTexture with depth = 0 on D3D11, it still creates a D24_S8 depth buffer and binds it when the RT is active.

Is there any way to stop this, or at least bind a null depth/stencil?

I tried:

Graphics.SetRenderTarget (dest.colorBuffer, new RenderBuffer ());

but it asserts.

Yeah, we found this out the other day. Will be fixed in Unity 4.2 soon (in beta testing right now).