Screenshot of camera RenderTexture doesn't work in WebGL

Hello,
I’m using this function provided in the Unity Manual to take a screenshot of a portion of the screen rendered from a second camera: Unity - Scripting API: Camera.Render
The camera is rendering on a render texture.
The result of the function is always a white texture but only in WebGL build; in editor works as expected.
In Webgl Template is already setted config['webglContextAttributes'] = {"preserveDrawingBuffer": true};

public class Example : MonoBehaviour
{
    // Take a "screenshot" of a camera's Render Texture.
    Texture2D RTImage(Camera camera)
    {
        // The Render Texture in RenderTexture.active is the one
        // that will be read by ReadPixels.
        var currentRT = RenderTexture.active;
        RenderTexture.active = camera.targetTexture;

        // Render the camera's view.
        camera.Render();

        // Make a new texture and read the active Render Texture into it.
        Texture2D image = new Texture2D(camera.targetTexture.width, camera.targetTexture.height);
        image.ReadPixels(new Rect(0, 0, camera.targetTexture.width, camera.targetTexture.height), 0, 0);
        image.Apply();

        // Replace the original active Render Texture.
        RenderTexture.active = currentRT;
        return image;
    }
}

What could the problem be?
Thanks