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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.

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_BaseMap and sword_Normal, that’s sword. 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.

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 patternExample fileReads as
{name}_{textureType}sword_BaseMapname: sword, type: BaseMap
T_{name}_{textureType}T_sword_BaseMapname: sword, type: BaseMap
{name}_*_{textureType}Wood_2k_Roughnessname: Wood, type: Roughness (the 2k is ignored)
T_{category}_{name}_{textureType}T_wpn_bolt_Albedocategory: wpn, name: bolt, type: Albedo
SM_{name}SM_swordname: sword

The tool also needs to know which file ending means which texture type. For example, files from AmbientCG use endings like these:

File endingTexture type
Colorcolor
Roughnessroughness
Metalnessmetallic
NormalGLnormal
AmbientOcclusionambient occlusion
Displacementheight
Emissionemission

The full list of texture types is on the Semantic Texture Types page.

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.