RenderTexture ignore light effect

Hello fellow gamedevs,

I’m creating a 2D platform game in which the levels have 3 layers on the Z-axis to create an illusion of depth.
The player is active on layer A and can sometimes “jump” to layer B. Layer C is a RenderTexture that copies layer A.
I’m using a spotlight to illuminate the layers because I want the layers in the front to be brighter than the layers in the back. This works great for layer A and B but not for layer C because the RenderTexture copies the light effect on layer A and adds it’s own lightning after that. This makes layer C is way to bright.

Is there a way to ignore the lightning effects on RenderTextures? I’ll add an image to illustrate the problem. Thanks in advance!

What do you mean? A render texture is just a texture. Textures don’t have lighting effects.

Everything on layer A and layer B has a diffuse shader. The spotlight in front of everything makes stuff on layer A brighter than stuff on layer B, this is good.
Because layer C is a copy of layer A, it has the same brightness as layer A. This makes layer C brighter than layer B.

I have found a way to do this. I’ve set a replacement shader (without diffuse lightning) for the camera that renders the RenderTexture using: SetReplacementShader. Then I added a diffuse shader material to the RenderTexture itself.