As part of the 3.10.0 update, I made it my project to create a number of high quality decal textures properly baked from highpoly models. The VFX team at GGG doesn't typically use 3d tools so we had a lot of clever ways of doing ground decals but no standard textures that could take advantage of PBR and parallax occlusion mapping.
I made these textures by sculpting rough geometry in Zbrush and baking onto flat planes. Pictured are the sculpts and the views in Substance Painter after a basic texturing pass. The final textures were set up to be as flexible as possible, to be used across the game in different conditions and for different effects.