Auto Material Creator
Right-click your textures and get a finished Material, slots filled and put on the model. Open
This is the in-Unity tooling - one of two distinct kinds of tooling in these docs. It works inside the Unity Editor. The other, the Game Tooling, is a separate app that runs on its own outside Unity.
Art Pipeline Tooling turns your Substance Painter textures into ready-to-use Materials with a single right-click. It recognises which texture files belong together, creates the Material with the right shader for your project, fills in all the texture slots, and even puts the Material onto the matching model.
It comes with three tools that work together.
Auto Material Creator
Right-click your textures and get a finished Material, slots filled and put on the model. Open
Naming Linter
Points out texture files whose names don’t follow your naming rules. Open
VFX Pack Creator
Makes recolored, themed copies of your VFX in one step. Open
| Unity version | 2022.3 LTS or newer |
| Render pipeline | URP, HDRP, or Built-in - it detects yours automatically |
| Setup needed | None - it works out of the box with Substance Painter’s default presets |
The simplest way, all from inside Unity:
package.json.Once it’s added, you’ll see new menu items: Tools -> Art Pipeline and, when you right-click textures, Art Pipeline -> Create Material from Textures….
This is the main way you’ll use the tool.
sword_BaseMap.png,
sword_MetallicSmoothness.png, sword_Normal.png, and so on.The tool sees that the files all belong to the same asset (sword), creates a sword
Material next to them with every texture slot filled in, and - if there’s a sword model in
your project - puts the new Material onto it.
A texture set is all the texture files for one thing - one sword, one barrel, one wall - that
share the same name at the start of the filename. With Substance Painter’s default naming,
sword_BaseMap.png and sword_Normal.png belong to the same set (sword), because they both
start with sword.
The tool decides which Material slot each texture goes into based on the end of the
filename (BaseMap, Normal, Roughness, and so on). If your studio names files
differently, you can teach it your naming on the Conventions & Patterns
page. The full list of texture types it understands is on the
Semantic Texture Types page.