SetRenderTarget problem

Hi, I’m working on a post effect

and for that i need to render set of meshes to texture with ZTest LEqual to create a mask
2979189--221505--mask.jpg
here is a sphere rendered to separate texture

so i’m creating new RenderTexture and setting it as active color buffer while leaving depth buffer unchanged
rendering what i need and resetting render target

and everything works perfect

but when i’m enabling Direct3D in player settings and enabling anti-aliasing in quality settings
i’m getting an error:

here is my code:

void OnRenderImageTest0(RenderTexture source, RenderTexture destination){
        // create new render target
        RenderTexture rt = RenderTexture.GetTemporary(_camera.pixelWidth, _camera.pixelHeight);
        rt.Create();
        RenderBuffer tmp = Graphics.activeColorBuffer;

        // change render target
        Graphics.SetRenderTarget(rt.colorBuffer, Graphics.activeDepthBuffer);

        ...
        // render meshes
        ...

        // reset render target
        Graphics.SetRenderTarget(tmp, Graphics.activeDepthBuffer);
        rt.Release();
    }

is it a bug or i’m doing something wrong?
is there any way to do that on Direct3D with enabled anti-aliasing?

here i’ve found that

But in my case size is equal.

unity documentation says:

ok, I have ZWrite Off

more from docs:

this is clear, but what i can do in my case?