PBR Texture Toolkit: Generate, Tile, Bomb, Pack & Convert
Generate PBR maps, make textures seamless, combine materials with blending or texture bombing, pack and swizzle channels, and batch resize or convert files through one connected Unity Editor workflow.
by Veridian Systems
Price History +
PBR Texture Toolkit: Generate, Tile, Bomb, Pack & Convert is an integrated texture-authoring and processing workflow for the Unity Editor. Generate starter PBR maps, make synchronized texture sets seamless, blend or texture-bomb materials, pack and swizzle channels, and batch resize or convert texture libraries.
It is intended for scans, generated images, incomplete PBR sets, texture libraries, and existing project materials. Each tool also works independently, while direct routing moves outputs into the next stage.
GPU-Accelerated Texture Processing
The main generation, tiling, blending, bombing, packing, swizzling, resizing, and padding operations run through GPU Compute Shaders. This provides fast Editor processing and responsive previews on supported hardware. Saved outputs use the selected final resolution or the relevant source resolution.
Exact speed depends on dimensions, map count, hardware, readback, encoding, and import time. Workload checks estimate memory use and block jobs that exceed the supported budget.
PBR Map Generation
Texture Map Gen creates editable starter maps from explicitly assigned albedo textures, normal maps, or paired albedo-and-normal sets. It can generate or process:
- Height estimates
- Tangent-space normal maps
- Existing normal-map adjustments
- Smoothness
- Cavity / ambient-occlusion estimates
- Color-selected metallic masks
- URP Lit packed maps
- HDRP Mask Maps
- Optional URP Lit or HDRP Lit materials
Height extraction can use luminance, individual channels, saturation, custom mixes, color-edge detail, or a hybrid method that combines broad relief with seams, cracks, grout, and other smaller structures.
Existing normals support automatic, RGB, red/green, and Unity packed A/G decoding, with strength, green orientation, blue reconstruction, and normalization controls. Smoothness can use albedo, normal detail, or a metallic mask. Cavity/AO can use normal detail or albedo-derived height. Metallic output uses deliberate color selection rather than claiming to infer material identity from color alone.
Important Normal-Generation Expectation
A normal map generated from albedo is necessarily an estimate. Albedo contains color and often baked lighting, but not the original geometry or intended real-world scale of each feature. Default settings provide a starting point; they are not expected to produce the best final normal for every source automatically.
Inspect the height and normal previews, then adjust extraction, detail scale, blur, contrast, edge contribution, and normal strength for the specific material. Fine fabric, weathered stone, painted panels, and large masonry should not use identical settings. The workflow is designed to make this tuning fast and visible before output is saved.
Seamless and Tileable Texture Sets
The Seamless tool processes related albedo, normal, mask, and height maps together so they remain spatially synchronized. It is useful for scans, generated textures, and other images that do not tile cleanly.
- Mirror: Builds a mirrored tile and can add procedural disruption to reduce obvious central symmetry.
- Offset: Moves the original borders into the image and blends across the exposed seams with an fBm mask.
Controls include seed, scale, octaves, lacunarity, persistence, directionality, and domain warping. Normal maps use normal-aware processing. Results can be inspected as individual 2D maps, in a repeated 3x3 view, or on a lit 3D tiling plane.
The tool is designed to remove boundary discontinuities; it does not erase every repeated motif, baked light, shadow, or large internal feature. Different images may require different processing settings.
Material Blending and Texture Bombing
The Texture Combiner works with up to four focused material layers and user-defined output slots. A typical setup uses corresponding Albedo, Normal, Mask, and Height slots so one procedural distribution is applied across the complete PBR set.
- One-to-One Blend: Continuously cross-fades active layers through a procedural master splat map.
- Texture Bombing: Uses the lowest active layer as a base and places discrete patches from the remaining materials over it.
Fractal-noise and cellular modes provide controls for region size, edge sharpness, directionality, domain warping, layer weight, per-layer regional scale, source tiling, muting, and seed.
Texture Bombing adds stamp density, size, circular or organic shapes, rotation variation, scale variation, and material weighting. It can break up repetition or build mixed surfaces such as stone with moss, soil with debris, concrete with repairs, or panels with varied wear.
Normal slots are processed as normal data. Fusion Presets store complete configurations. Outputs can include generated texture slots, an optional One-to-One splat map, and an optional URP Lit, URP Simple Lit, or HDRP Lit material.
RGBA Channel Packing and Batch Swizzling
The Advanced PBR Packer builds one RGBA texture from independent source maps. Each destination channel can read Red, Green, Blue, Alpha, Luminance, or a constant, with optional inversion.
This supports URP packed maps, HDRP Mask Maps, ORM/RMA layouts, and custom shader conventions. A diagnostic preview shows the complete RGBA result or an isolated grayscale channel.
The Batch Swizzler applies one routing configuration to many textures. It can perform operations such as DirectX-to-OpenGL normal conversion by preserving red, blue, and alpha while inverting green. Outputs can import as sRGB color maps, linear data maps, or normal maps.
Batch Resizing, Conversion, and Padding
The Batch Resizer & Converter accepts individual textures, multiple selections, or folders. It can:
- Resize by percentage or target longest edge
- Preserve aspect ratio
- Pad to a square power-of-two canvas
- Center content or flush it to a selected edge
- Convert to PNG or TGA
- Preserve HDR output as EXR or convert it to LDR
- Match or override source color space
- Preserve normal-map handling and relevant importer settings
- Use source-relative, shared, or custom output paths
- Apply prefixes, suffixes, subfolders, timestamps, and skip-existing rules
The default workflow creates new assets and changes no references. Outputs are imported and verified for dimensions, texture type, color space, and valid Unity asset identity.
Reviewed Project Reference Reassignment
An optional workflow can update supported project files to reference newly processed textures while keeping the originals in place.
The tool creates and verifies replacement textures first. For discovery, it does not rely on Unity’s dependency-search API. It enumerates supported text-serialized project files directly, performs a fast parallel byte-level candidate scan, and then confirms the exact texture fileID + GUID pair. Raw GUID text alone is not treated as a match.
Confirmed files are shown in a review checklist, and nothing is changed until the user approves the selected files. Changes use atomic file replacement. The tool does not delete, move, rename, overwrite, or replace the original texture assets.
Force Text serialization is required. Unity Undo cannot restore confirmed serialized edits, so version control or a project backup is recommended.
One Connected Editor Workflow
The five tools share one Editor hub and route compatible inputs or verified outputs directly between modules. Configurable filename rules recognize common albedo, normal, height, mask, ORM/RMA, metallic, AO, roughness, and smoothness names where automatic assignment is appropriate.
Dedicated preview windows cover Map Gen, seamless tiling, material combination, and packing. Stale-preview checks block outdated Map Gen or Seamless results from being saved. Presets, verification, reporting, and output cleanup are included where supported.
Guided Demo Inputs
The Demo Texture Generator creates deterministic inputs for Map Gen, Seamless, blending and bombing, URP/HDRP packing, normal swizzling, conversion, resizing, and reference reassignment. It routes inputs into the real tools but does not run final operations or modify a scene. Cleanup removes only exact demo-owned files.
Expanded from the Focused Free Tools
PBR Texture Toolkit combines and expands the focused free Texture Converter, Seamless Texture, Texture Bombing, and Albedo-to-Normal Map workflows. The paid toolkit adds the unified hub, direct routing, broader controls, improved previews, presets, batch processing, validation, workload safeguards, and reviewed reference reassignment.
Important Scope
- Editor-only processing; GPU Compute Shader support is required.
- No runtime texture-generation API is included.
- Generated textures and materials are standard Unity assets that can be used by runtime content.
- Core processing is pipeline-independent. Automatic packed outputs and materials target the listed URP/HDRP workflows; custom shaders can use manual channel layouts.
- Transformed-output rights remain subject to the source-texture licenses.
Related Veridian Tools
Noise Texture Generator is available separately for high-resolution, seamlessly tileable procedural textures and PBR material baking. It generates Albedo, Normal, Height, Ambient Occlusion, Curvature, and Mask maps, including derivative-based normal and curvature workflows.
Procedural Rock Generator Pro is available separately for rock and environment production. It creates editable meshes, bakes PBR textures, generates variants and LOD prefabs, combines compatible materials, and includes scatter, brush-placement, and runtime workflows.