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It's disabling a major optimization to how normal maps are compressed, so I don't think this is a good fix, but it confirms that the issue is caused by the RG_AS_RA case.
I don't know quite enough about what's going on here to suggest a good fix yet, but we could apply the above to disable the RG_AS_RA workaround for 4.1 or 4.0.x until we learn more.
Godot version
4.0.alpha (9923179)
System information
Fedora 36, GeForce GTX 1080 (NVIDIA 510.68.02)
Issue description
Normal map is incorrectly compressed when using Basis Universal compression mode:
This does not occur when using VRAM compression (which is S3TC on desktop platforms).
Steps to reproduce
Minimal reproduction project
https://github.com/Calinou/godot-test-basis-universal
(
.godot/
is included to avoid crashes due to Basis Universal importing)The texture included in the MRP is https://polyhaven.com/a/mud_cracked_dry_03.
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