3D Lighting flickers when a texture has a subviewport of a camera3D

Godot Version 4.7

Adding a Sprite3D, Sprite2d or TextureRect with Viewport texture from Camera3D and having it visible causes shadows to start flickering, turning visibility off makes the issue go away.

World scene only contains a basic enviornment and sun light source, all white boxes are CSGboxes, Billboard sprite in the world is unaffected. Adittionally, shadows seem lighter in the texture.

Unsure as to what’s causing the issue, im the imgur link theres a video showing the phenomenon and an image of the weapon scene node structure

https://imgur.com/a/cOnxd1t

Those errors in the debugger, what are they saying?

maybe it can help you

So I “solved” the issue by setting the minimap camera’s cull mask to render the world (layer 1) and that stopped the flickering whenever the scope was present. Still not sure how thats corelated

I recreated the issue and checked the debugger but there weren’t any errors popping up when flickering was happening