Conventions & Patterns
The tools work out the right Material and slot for each texture from its file name. A naming convention is just the rule that describes how your files are named. Out of the box it’s set to Substance Painter, which matches Substance Painter’s default Unity exports exactly - so if that’s what you use, there’s nothing to set up.
You only need this page if your studio names files differently, or if you’re curious how the matching works.
How a file name is read
Section titled “How a file name is read”The tool looks at two parts of each file name:
- The asset name - the part that’s the same across all of one thing’s textures. For
sword_BaseMapandsword_Normal, that’ssword. Files that share this belong together. - The texture type - the part that says what the texture is (
BaseMap,Normal,Roughness, …). This is how the tool knows which slot it goes into.
Common naming patterns
Section titled “Common naming patterns”These are the kinds of naming the tool can read. The {name} part is the asset name; the
{textureType} part is the texture type.
| Naming pattern | Example file | Reads as |
|---|---|---|
{name}_{textureType} | sword_BaseMap | name: sword, type: BaseMap |
T_{name}_{textureType} | T_sword_BaseMap | name: sword, type: BaseMap |
{name}_*_{textureType} | Wood_2k_Roughness | name: Wood, type: Roughness (the 2k is ignored) |
T_{category}_{name}_{textureType} | T_wpn_bolt_Albedo | category: wpn, name: bolt, type: Albedo |
SM_{name} | SM_sword | name: sword |
Matching file endings to texture types
Section titled “Matching file endings to texture types”The tool also needs to know which file ending means which texture type. For example, files from AmbientCG use endings like these:
| File ending | Texture type |
|---|---|
Color | color |
Roughness | roughness |
Metalness | metallic |
NormalGL | normal |
AmbientOcclusion | ambient occlusion |
Displacement | height |
Emission | emission |
The full list of texture types is on the Semantic Texture Types page.
Setting up your studio’s naming
Section titled “Setting up your studio’s naming”You can add your own naming rule from Project Settings -> Art Pipeline -> Auto Material Creator using the New Custom Convention… button - it adds a ready-to-fill rule you can adjust. Give it a name, set the naming pattern, and list which file endings mean which texture type.