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Oh, maybe it's related to something I observed - note that when using RenderTexture.GetTemporary, the state of the texture you get is not defined (specifically: it's not guaranteed to be clear or have a clear alpha channel).
I've switched to "regular" creation of RenderTextures for everything non-realtime and didn't have "sometimes garbage results" with baking since then.
Might be worth opening a bug report with Unity to get some insight into this too! It's not good that RT.GetTemporary (which was advertised as a faster alternative to the "regular way") creates undefined results.
I'm still seeing this issue sometimes, might have to do with how I try to clear and reuse the RT instead of allocating a new one. Need to do some more testing before I can count this as solved it seems.
Unknown why. Might be an issue with using temporary RenderTextures. Restarting usually fixes it.
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