Screenshot problem with a transparent object

Hi,
I’ve a problem to take a screenhot using “depth only” camera and a 3d object (sphere) with a material with transparent shader.
The pixels in RenderTexture have the correct color (R,G,B) but alpha channel is always 0!
This is my code to take the screenshot

	void LateUpdate()
	{
		if (takeScreenshot)
		{
			RenderTexture rt = new RenderTexture(resWidth, resHeight, 24, RenderTextureFormat.ARGB32);
			pCamera.targetTexture = rt;
			screenShot = new Texture2D(resWidth, resHeight, TextureFormat.ARGB32, false);
			pCamera.Render();
			RenderTexture.active = rt;
			screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0);
			pCamera.targetTexture = preview;
			RenderTexture.active = null;
			Destroy(rt);
			screenShot.Apply();
			takeScreenshot = false;
		}
	}

Is it the correct way?
How can i have what i need?

Thanks

Set clear flags on camera to SolidColor, backgroundColor to (0,0,0,0) and call method DoClear()

thanks for the reply Damian, unfortunately I do not get the desired result. The alpha channel is still at 0 as with my code.

I tried also to set clear flags on camera to SolidColor and background to (0,0,0,1) and, in this case, alpha channel is always 1 instead of 0.
It seems that the alpha channel is always equal to that of the background when when there are objects with transparent shaders.
Why? How can i obtain a correct screenshot of a “depth only” camera?

Someone can help to solve this problem?