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Unlike textures specified in a BaseMaterial3D, textures specified in a Decal are not detected as used in 3D. This causes 3 issues of varying importance:
VRAM compression is not used, which wastes memory for high-resolution textures.
Normal map compression (RGTC) is not used, which wastes memory for textures that could use VRAM compression.
The roughness filter on import is not used, which increases the amount of visible specular aliasing.
Steps to reproduce
Add a MeshInstance3D node with a BoxMesh (to see the Decal on top).
Add a Decal node.
Specify four different textures in its Albedo, Normal, ORM and Emission properties.
Notice how textures are never detected as used in 3D, and are never reimported with VRAM compression enabled.
Related to #62032.
Godot version
4.0.alpha (1847094)
System information
Fedora 36, GeForce GTX 1080 (NVIDIA 510.68.02)
Issue description
Unlike textures specified in a BaseMaterial3D, textures specified in a Decal are not detected as used in 3D. This causes 3 issues of varying importance:
Steps to reproduce
Minimal reproduction project
test_decal_detect_3d.zip
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