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Nn Unity Texture Remapper
This Unity tool allows you to easily combine channels of one or more textures into a new one.
Usage
This tool is made and tested in Unity 6, other versions may work too.
Importing
Git package
https://github.com/nnra6864/UnityTextureRemapper.git
Accessing Texture Remapper
Context Menu
If one or more texture assets are selected in the asset browser, you can right-click to access the Context Menu that will have a new option, Remap Textures, which opens the tool window and automatically loads selected textures in.
Editor Window
You can also access the Remap Textures window by navigating to the Toolbar -> NnUtils -> Remap Textures. This won't import selected textures.
Using Texture Remapper
Texture
Add Texture adds a new texture.
Remove Texture button removes the corresponding texture.
Select the input texture of your choice and proceed to mapping.
Mapping
Add Mapping adds a new mapping.
Remove Mapping removes the corresponding mapping.
From represents the channel tool will select from the input texture.
To represents the channel of the output texture we are mapping to.
Invert determines whether the input channel will be inverted when mapping, e.g. Roughness to Smoothness.
Creating the Output Texture
Simply click the Create Texture button and choose the path texture will be saved to.
Examples
Metallic and Roughness to MetallicSmoothness
Metallic map in Unity actually holds 2 values, Metallic in the R channel, and Smoothness in the A channel, therefore, I'll be referring to it as MetallicSmoothness.
When baking textures in Blender, you usually don't have the MetallicSmoothness option.
To simplify the Blender workflow and avoid editing the shader etc., we can simply remap easy to bake Metallic and Roughness to MetallicSmoothness.
| From | Channel | To | Channel | Invert |
|---|---|---|---|---|
| Metallic | R | Metallic | R | X |
| Roughness | R | Smoothness | A | ✓ |
ARM to MAS
ARM is a commonly found map type that holds Ambient Occlusion, Roughness and Metallic values.
Unity Terrain, for example, expects a different kind of map, let's call it MAS, which stands for Metallic, Ambient Occlusion, Smoothness.
Whilst we can easily map AO from channel R to channel G, and Metallic from B to R, since Roughness is the opposite of Smoothness, we also have to Invert it when mapping from G to A.
| From | Channel | To | Channel | Invert |
|---|---|---|---|---|
| Ambient Occlusion | R | Ambient Occlusion | G | X |
| Roughness | G | Smoothness | A | ✓ |
| Metallic | B | Metallic | R | X |
☦ Ι̅Ϲ̅ Χ̅Ϲ̅ ΝΙΚΑ — Ὁ Ὤν
Εἰς δόξαν τοῦ Θεοῦ
To the glory of God
Τῇ Ὑπεραγίᾳ Θεοτόκῳ δόξα
Glory to the Most Holy Theotokos
Δόξα τῷ Θεῷ πάντων ἕνεκεν
Glory to God for all things
ΑΜΗΝ
☦

