PBR Map Generator for Unity URP and HDRP

Review the complete material stack, apply Unity channel conventions, then download the engine package once

Start from an approved base texture and generate the aligned color, normal, roughness or smoothness, metallic, AO, height, and emission channels. The current Unity preset uses OpenGL normals, smoothness-oriented output, and power-of-two sizing, with packed material data available when the required source maps exist.

Select Unity in the engine preset row and click Unity ZIP once after every channel passes review. The action downloads a Unity-oriented PBR package; it does not write into Assets, create a native Material, choose URP or HDRP for the project, or replace target-side import and shader validation.

Last reviewed August 20, 2026 Unity developersURP teamsHDRP teams

Review the complete material stack, apply Unity channel conventions, then download the engine package once

Start from an approved base texture and generate the aligned color, normal, roughness or smoothness, metallic, AO, height, and emission channels. The current Unity preset uses OpenGL normals, smoothness-oriented output, and power-of-two sizing, with packed material data available when the required source maps exist.

  • URP: metallic and smoothness workflow
  • HDRP: mask-map aware handoff
  • 7: map channels to review
  • 1 click: Unity package ZIP after review

Generated map stack examples

  • Albedo - Brick albedo texture preview generated in PLAYTEX AI
  • Normal - Brick normal map texture preview generated in PLAYTEX AI
  • Roughness - Brick roughness map texture preview generated in PLAYTEX AI
  • AO - Brick ambient occlusion map texture preview generated in PLAYTEX AI
  • Height - Brick height map texture preview generated in PLAYTEX AI
  • Emission - Brick emission map texture preview generated in PLAYTEX AI

Use it for aligned map generation

Create and inspect the material channels together before spending time on Unity shader hookup.

Use it when URP/HDRP matters

Package the material with render-pipeline context instead of exporting a folder of ambiguous PNGs.

Use it for repeatable handoff

Give another Unity user map bindings, validation artifacts, and notes they can inspect later.

Use it before team reuse

Save approved outputs to library or projects once the material passes channel review.

Generate and package PBR maps for a Unity material with PLAYTEX AI

  1. Start from an approved material source: Use a clean, repeat-safe base texture at the intended scale. Source invention and photo correction have their own Unity workflows; this page begins with PBR channel generation. The input is stable before technical maps are derived.
  2. Generate a full PBR map set: Create albedo, normal, roughness, metallic, AO, height, and emission outputs where needed. Treat the stack as one material system, not independent files. Unity material setup begins with aligned channels.
  3. Review normals and roughness-to-smoothness interpretation: Validate OpenGL normal direction, inspect roughness under moving light, and confirm the Unity preset converts the intended surface response to smoothness without losing the original review context. Raised detail stays raised and matte or glossy response does not invert.
  4. Choose the Unity preset and click the ZIP action once: Select Unity after the maps pass review. The current preset applies OpenGL normals, smoothness output, and a power-of-two lock, then the Unity ZIP button packages the set in one click. The downloaded package carries Unity-oriented conventions without claiming automatic project import.
  5. Import into the project shader and validate data settings: Assign the surface maps to URP Lit, HDRP Lit, Shader Graph, or the project shader. Disable sRGB on technical packed data, choose compression deliberately, and test under the target render pipeline. The package becomes a verified Unity material rather than an unreviewed folder of images.
PLAYTEX AI PBR Map Generator showing the seven-map workspace and Blender, Unity, and Unreal engine preset row
Choose Unity in the visible engine preset row The same workspace keeps source, material preview, channels, target presets, and the engine ZIP action together. Select Unity, finish the channel review, then click Unity ZIP once.
A repeatable snow material applied across terrain geometry in a game scene
Test the texture at Unity world scale Import success is not approval. Check repetition, mip behavior, smoothness response, normal strength, compression, and camera distance in the actual URP or HDRP scene.

PLAYTEX AI capabilities and buyer value

Need PLAYTEX AI workflow Buyer value
Aligned PBR map stack Base color, normal, roughness or smoothness, metallic, AO, height, and emission remain visible at the same crop and resolution. Unity material inputs begin from one reviewable surface system.
URP export path The Unity preset applies OpenGL normals, smoothness output, and power-of-two sizing before the engine ZIP is built. URP users get a clearer package starting point with one download action.
HDRP export path HDRP packages can include a packed mask map when metallic, AO, and roughness are present. HDRP handoff can follow the expected mask-map convention more closely.
Channel and color-space review Color output stays distinct from normals and packed masks before the Unity package is built. sRGB and technical-data import decisions are explicit instead of guessed.
Validation artifacts Compression guidance and quality validation JSON can travel with the export package. The package carries review context instead of relying on memory.

Pre-export QA checklist

  • The source tile repeats without visible edge breaks.
  • Normal map strength is checked before import.
  • The Unity preset is selected before the one-click ZIP export.
  • Packed material data imports with sRGB disabled where the shader expects linear values.
  • Every color and data texture uses the import setting expected by the shader.
  • The completed material is tested under the actual Unity render pipeline and lighting setup.

URP channel packing uses smoothness in alpha

Unity documents the URP channel-packed layout as red metallic, green occlusion, blue unused, and alpha smoothness, with sRGB disabled for this data texture.

Unity 6 URP channel-packed texture documentation

URP Lit separates surface color from material response

Unity lists Base Color, tangent-space Normal, Metallic, and Smoothness among the URP Lit material inputs, which is why PLAYTEX AI keeps those roles explicit before export.

Unity 6 URP Lit material documentation

The Texture Importer controls color and technical data

Unity exposes texture type, sRGB, normal-map handling, wrapping, filtering, resolution, compression, and platform overrides after the package enters Assets.

Unity 6 Texture Importer documentation

PBR Map Generator for Unity URP and HDRP FAQ

Does the one-click Unity export write into my project?

No. Select Unity and click Unity ZIP once to download the engine-oriented package. You still extract or import the files into Assets, choose the URP, HDRP, or custom shader, assign inputs, and test the result.

Why does Unity use smoothness when my source map is roughness?

Smoothness is the inverse description of roughness. The current PLAYTEX AI Unity preset uses smoothness output so the package matches Unity-oriented material expectations; still verify the exact shader and packed-channel layout used by your project.

What channels does a Unity URP packed texture use?

Unity 6 documents the URP layout as red metallic, green occlusion, blue unused, and alpha smoothness, sampled with sRGB disabled. Custom shaders can use different layouts, so follow the material actually used by the project.

Which Unity textures should have sRGB disabled?

Disable sRGB for technical data such as packed metallic, occlusion, smoothness masks and other linear-value maps. Keep sRGB enabled for ordinary display color such as the Base Map unless the project shader explicitly requires something else.

How should Unity import the normal map?

Use the Normal map texture type when appropriate, keep the Unity preset on its OpenGL convention, and validate the result under moving light. If detail looks inverted, check the green-channel convention and project pipeline rather than compensating blindly.