I've been intrigued by the idea of being able to use vector graphics in game engines, both for 2D UI / HUD elements as well as textures on 3D surfaces. While this doesn't make sense for anything realistic, projects with a cartoony style using sharp edges would benefit from using SVG images directly. Since I've considered creating my own Minecraft like blocky engine, I'm pondering such an approach for surface materials.
The advantage is obvious: A texture is resolution independent and will always be sharp, while its file size is also more tiny keeping the project small. I'm not sure how normal / roughness / displacement maps would be done from Inkscape, to my knowledge this is an untried concept as no one uses vector graphics for 3D texture sets, but it's one I'd like to jump on board with. It would also be interesting to try it on static objects and even rigged character models, where I presume I can pull the UV map in Inkscape and create shapes where every color needs to be.
Does Godot support svg natively yet, without expecting it to be converted to a pixel format like png? If yes does it work for spatial materials as well or just 2D graphics? What are the limitations in this regard, and any plans to fully support such a thing if the functionality isn't all there yet?