Basic Workflow

This tutorial covers the standard workflow for using ATA to assign textures to materials.

Preparing Your Textures

For best results, name your textures using standard naming conventions:

  • MaterialName_Albedo.png or MaterialName_BaseColor.png for color textures

  • MaterialName_Normal.png for normal maps

  • MaterialName_Metallic.png for metallic maps

  • MaterialName_Roughness.png for roughness maps

  • etc.

Step 1: Open the Tool

Navigate to Tools > Advanced Texture Assign Tool > Window to open the main interface.

Step 2: Add Materials

There are several ways to add materials to the tool:

  • Select objects in your scene and click “Get Materials” to add all materials from the selection

  • Drag and drop materials directly from your Project window into the tool

  • Use “Batch Assign” to process all materials in a folder

Step 3: Set Texture Source

Click the folder icon next to the Texture Folder field and select the folder containing your textures.

Step 4: Configure Options

Set your desired processing options:

  • Enable “Fix Normal Maps” to automatically mark normal maps correctly

  • Enable “Create ORM Map” if you need ORM maps

  • Enable “Smart Combination Detection” to detect special texture formats

Step 5: Process Materials

Click “Assign Textures” to process all materials in the list.

The tool will: 1. Scan your texture folder for matching textures 2. Process and convert textures as needed 3. Assign textures to the correct shader properties 4. Configure material settings appropriately

Step 6: Review Results

After processing, your materials should have all textures properly assigned. You can:

  • Use “Revert Selected” to undo changes to specific materials

  • Use “Revert All” to undo all changes

  • Use “Clear Textures” to remove all textures from materials

Dealing with Special Cases

  • Roughness vs. Smoothness: If you have roughness maps but your shader uses smoothness, ATA will automatically convert them

  • Alpha Textures: If you have separate opacity maps, ATA can combine them with your color textures

  • Combined Maps: For special formats like ORM or HDRP Mask Maps, enable the corresponding options