Texture Types
A texture type is what a texture is for - color, normal, roughness, and so on. The tool uses these names as a common language: your naming convention says which file ending means which texture type, and from there the tool knows which Material slot each texture belongs in. That’s why the same setup works whether your textures come from Substance Painter, AmbientCG, Quixel, or your own studio naming.
Texture types the tool understands
Section titled “Texture types the tool understands”| Texture type | What it is | Treated as |
|---|---|---|
| color | Albedo / base color | Color |
| normal | Normal map | Normal map |
| metallic | Metallic | Data |
| roughness | Roughness | Data |
| smoothness | Smoothness | Data |
| metallic-smoothness | Packed for URP: metallic + smoothness in one file | Data |
| mask-hdrp | Packed mask for HDRP (metallic / AO / detail / smoothness) | Data |
| orm | Packed: ambient occlusion + roughness + metallic | Data |
| ambient-occlusion | Ambient occlusion | Data |
| height | Height / displacement | Data |
| emission | Emissive color (glow) | Color |
| opacity | Transparency | Data |
| specular | Specular (non-metallic workflow) | Data |
How they’re handled
Section titled “How they’re handled”The “treated as” column is why your textures look right without you fiddling with import settings:
- Color textures (color and emission) are imported as color, so they display with the correct, expected colors.
- Normal map textures are marked as normal maps automatically.
- Data textures (everything else - roughness, metallic, masks, and so on) are imported as raw data, which is how they need to be to work correctly.
Your own texture types
Section titled “Your own texture types”You’re not limited to this list. If your studio uses a packed or custom texture (for example a combined “mask” file), you can give it your own name when you set up your naming convention. Anything not in the list above is treated as a data texture, which is the right choice for packed and mask textures.