Auto Material Creator
Auto Material Creator walkthrough
Coming soon
The Auto Material Creator takes your textures and builds finished Materials from them: it picks the right shader for your project, fills in every texture slot, and puts the Material onto the matching model. There are three ways to use it.
Three ways to use it
Section titled “Three ways to use it”The main way. Select your textures (or their folder) in the Project window, then Right-click -> Art Pipeline -> Create Material from Textures…. Pick a Material type and click Create. The Material is made next to your textures and put onto the matching model.
Tools -> Art Pipeline -> Auto Material Creator. Use this when you want to look before you commit. Choose whether to scan a folder or the whole project, click Scan to see what would be made, then Create Selected or Create All.
With Create automatically on import turned on, Materials are made for you the moment you bring textures into the project - handy while you’re iterating in Substance Painter. Turn it off any time in Project Settings -> Art Pipeline -> Auto Material Creator.
Settings
Section titled “Settings”Found in Project Settings -> Art Pipeline -> Auto Material Creator.
| Setting | Default | What it does |
|---|---|---|
| Where Materials are saved | A Materials folder next to the textures | Choose where new Materials are created. |
| Material name | Same as the texture set (e.g. sword) | How new Materials are named. Your naming convention can set this per project (e.g. M_sword). |
| Create automatically on import | Off | Make Materials as soon as textures are added to the project, with no right-click needed. |
| Overwrite existing | Off | Replace a Material that already exists, instead of leaving it alone. |
| Put Material on the model | On | After making a Material, automatically apply it to the matching model. |
| Fix texture settings automatically | On | Marks normal maps correctly and sets the right color handling on data textures, so everything looks right without you adjusting import settings. |
| Needed before auto-creating | Color texture | When creating automatically on import, wait until at least this texture type is present before making the Material. |
| Folders to ignore | None | Folders the tool should skip entirely. |
| Default shader (URP / HDRP / Built-in) | The standard Lit shader for your pipeline | Override the shader used for plain Materials, if you want a different default. |
The three Material types
Section titled “The three Material types”When you create a Material, you choose its Type in the dialog:
| Type | What you get | What you pick |
|---|---|---|
| Flat | A normal Material on the standard shader for your project (URP Lit, HDRP Lit, etc.). One click, nothing else to set. | Nothing. |
| Custom Shader | A Material on a shader you choose (for example a Shader Graph). | The shader. |
| Variant | A variant of an existing Material - it inherits everything from a “parent” Material and only changes the texture slots. Great for keeping lots of assets consistent with one master Material. | The parent Material. |
For Custom Shader and Variant, the dialog shows a small table where you match each of your textures to a slot on the shader. You only do this once per shader - the tool remembers your choices and fills them in automatically for every Material you make on that shader afterwards.