Unable to extract high accuracy texture data from render textures using HDRP. Works fine with URP

I just upgraded my project to HDRP and cannot extract high-precision data from my render texture that uses a shader to produce a heightmap mask.

I can replicate the issue using this simple shader:

This is the code I’m using in both URP and HDRP:

RenderTexture renderTexture = new RenderTexture(textureSize, textureSize, 0, RenderTextureFormat.RFloat)
 {
     enableRandomWrite = true,
     filterMode = FilterMode.Point,
     wrapMode = TextureWrapMode.Clamp
 };

 RenderTexture.active = renderTexture;
 renderTexture.Create();

 cameraRegion.targetTexture = renderTexture;

 // Force the camera to render.
 cameraRegion.Render();

 // Read the RenderTexture into a Texture2D.
 textureMain = new Texture2D(renderTexture.width, renderTexture.height, TextureFormat.RFloat, false);
 textureMain.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);

 // Flip the textureSource vertically to match the Unity editor view.
 FlipTextureVertically(textureMain);
 FlipTextureHorizontally(textureMain);

 textureMain.Apply();

 // Collect raw data.
 textureLocalData = textureMain.GetRawTextureData<float>();

When I hover the mouse and inspect data inside the textureLocalData, I get unique values with URP, but with HDRP I have several values repeated which is a hint texture data is not working with high precision values.

I feel this might be related to some setting on HDRP itself, but I’m not sure which one as I’ve changed so many. Does anyone have a clue of what may be causing it? It’s my 3rd day trying to figure it out; I need high accuracy to generate procedural terrains masks, without it I end up with the terrace effect on terrain.

Thanks!