Quick Start
Get up and running with Texture Studio & Material Converter in minutes.
1. Installation
Ensure the tool files are located in your project at: Assets/Arawn/TextureStudio/Editor/
Once present, Unity compiles them automatically.
2. Open the Tool
Go to the Unity menu bar: Tools → Texture Studio → Material Converter

3. Convert Materials
The core workflow consists of three steps:
Select Pipelines
Source: The pipeline your materials currently use (e.g., Built-in).
Target: The pipeline you want to move to (e.g., URP or HDRP).
Choose Materials
Selected Materials: Converts only what you have highlighted in the Project window. (Recommended for testing).
Materials in Folder: Converts everything in a specific folder recursively.
All Project Materials: Converts every material in the project. (Use with caution!).
Convert
Check Create Backup (highly recommended).
Click Convert Shaders.
4. Generate Missing Textures

If your materials lack specific maps (like Normal or Occlusion) required by the new pipeline:
Expand the Texture Generation Options foldout in the tool window.
Check Auto-Generate Missing Textures.
Select the maps you need (e.g., Normal Map, Metallic/Mask Map).
When you click Convert Shaders, the tool will automatically create and assign these textures based on the material's Base Map.
Note: You can also generate textures for existing materials without converting them by clicking Generate Textures for Existing Materials.
5. Custom Shaders

Screenshot above shows a custom mapping for IDA FABER's IDA_Clothes shader

Screenshot of Version 1.0.4 Texture Studio Project Settings
If you use custom shaders that don't follow standard Unity naming conventions:
Go to Edit → Project Settings → Texture Studio.
Add a new mapping.
Enter a substring of your shader's name (e.g.,
MyToon).List the property names your shader uses for each texture slot (e.g.,
_MainTex, _Albedo).The tool will now recognize and auto-assign textures for these materials.
Settings since Version 1.0.4
Preserve Existing Textures (Backups)
When enabled, Texture Studio avoids overwriting existing generated textures by creating a new file with an incremented suffix.
Enabled:
MyTexture_Normal_Generated.png, thenMyTexture_Normal_Generated_1.png, etc.Disabled: existing output files are overwritten.
This toggle also affects Hue Adjust:
When backups are disabled, the Revert/Restore button in the Hue Adjust foldout is hidden.
Default Map Generation
These settings drive the Create PBR Maps context action and are also used to prefill the Base Texture inspector generator UI.
Target Pipeline
Choose the pipeline format for generated maps:
Built-in
URP
HDRP
You can click Set to Active to match the currently active render pipeline.
Map Toggles and Settings
Enable the maps you want to generate and configure their parameters:
Normal Map: Strength (1-10)
Height/Parallax Map: Height Scale (0.01-0.2)
Occlusion Map: AO Strength (0-1)
Metallic/Smoothness Map (or HDRP Mask Map): Metallic and Smoothness values
Emission Map: Color, Algorithm (High Chroma or Background Deviation), Coverage, Mask options, Feather
HDRP-only: Bent Normal, Detail, and Coat Mask options
HDRP-only options are applied only when the Target Pipeline is set to HDRP.
Create PBR Maps (Context Action)
Right-click a base texture in the Project window and select Assets -> Create PBR Maps.
Generates maps according to the Default Map Generation settings.
Saves output textures next to the source texture.
Respects Preserve Existing Textures (Backups) when naming files.
If no map types are enabled, a dialog warns you to enable them in Project Settings.
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