# 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**

<figure><img src="https://2080991436-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAxFe6yMczyZLonx7Gw3A%2Fuploads%2FN4L6eTqbCSNLeHRvYBIT%2Fimage.png?alt=media&#x26;token=2013b957-bb18-4e40-ac10-ed2fe3540cd9" alt=""><figcaption></figcaption></figure>

### 3. Convert Materials

The core workflow consists of three steps:

1. **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).
2. **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!).
3. **Convert**
   * Check **Create Backup** (highly recommended).
   * Click **Convert Shaders**.

### 4. Generate Missing Textures

{% embed url="<https://www.youtube.com/watch?v=aO32kk5DTeo>" %}

<figure><img src="https://2080991436-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAxFe6yMczyZLonx7Gw3A%2Fuploads%2FsTIpWZi3gAJwbhfHt2Od%2Fimage.png?alt=media&#x26;token=4c101477-7a04-4cf1-bffc-52a479ef0e93" alt=""><figcaption></figcaption></figure>

If your materials lack specific maps (like Normal or Occlusion) required by the new pipeline:

1. Expand the **Texture Generation Options** foldout in the tool window.
2. Check **Auto-Generate Missing Textures**.
3. Select the maps you need (e.g., Normal Map, Metallic/Mask Map).
4. 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

{% embed url="<https://www.youtube.com/watch?v=SwkWNuae_Eo>" %}

<figure><img src="https://2080991436-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAxFe6yMczyZLonx7Gw3A%2Fuploads%2FbQG33XVNqOQrAxaYQO6l%2Fimage.png?alt=media&#x26;token=958292cd-e2c8-49e4-a9c9-13184971cac3" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Screenshot above shows a custom mapping for IDA FABER's IDA\_Clothes shader
{% endhint %}

<figure><img src="https://2080991436-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FAxFe6yMczyZLonx7Gw3A%2Fuploads%2FWEQZQ7dYULdakcrpf2OL%2Fimage.png?alt=media&#x26;token=0df1339c-d1ca-4776-b78d-6f0c18e7f98b" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Screenshot of Version 1.0.4 Texture Studio Project Settings
{% endhint %}

If you use custom shaders that don't follow standard Unity naming conventions:

1. Go to **Edit → Project Settings → Texture Studio**.
2. Add a new mapping.
3. Enter a substring of your shader's name (e.g., `MyToon`).
4. List the property names your shader uses for each texture slot (e.g., `_MainTex, _Albedo`).
5. 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`, then `MyTexture_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.
