We’re prerendering large sets of textures to RenderTexture2D and this is the issue we’re having:

It seems that randomly during the render of a chunk, the textures for each cell (the top and sides) will corrupt and disappear. The weird things is that they come back when the next chunk is rendered though, so it seems to be something that is occurring on a per-frame basis.
Does anyone know why this occurs (and randomly it seems; note the white rectangle is where a side texture corrupts and you can see from there on out the texture contains just transparent)?
EDIT: The sides of the cubes are being saved to Texture2D but they are still disappearing in the middle of a chunk render and then coming back on the next one. So I don’t understand why graphics that are in Texture2D are disappearing and coming back, without reinitialization (and that’s the weird part).
I can’t say that we ever solved this issue for sure, but it appears to have been something caused by either threading or splitting the task across multiple cycles. It wasn’t an issue with the RenderTarget2D since we were already doing that at the time.