Understanding the format of material editor UVs

Any chance we’ll ever see sparse texture support?

https://www.khronos.org/registry/Ope…e_texture2.txt

It would let you essentially automatically crop emissive into lots of little chunks (and fall back to a lower res mip level in all the other areas).

It would also make texture masks and possibly SDF shadow maps much more efficient by only storing the edge detail at a high res mip, everything else low res.