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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 typeWhat it isTreated as
colorAlbedo / base colorColor
normalNormal mapNormal map
metallicMetallicData
roughnessRoughnessData
smoothnessSmoothnessData
metallic-smoothnessPacked for URP: metallic + smoothness in one fileData
mask-hdrpPacked mask for HDRP (metallic / AO / detail / smoothness)Data
ormPacked: ambient occlusion + roughness + metallicData
ambient-occlusionAmbient occlusionData
heightHeight / displacementData
emissionEmissive color (glow)Color
opacityTransparencyData
specularSpecular (non-metallic workflow)Data

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.

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.