Settings

ATA provides various settings to customize its behavior according to your workflow:

Processing Options

Fix Normal Maps

When enabled, ATA will automatically mark textures identified as normal maps with the correct import settings in Unity.

Preserve Original Textures

Keep the original textures after processing. When disabled, temporary processed textures will be deleted.

Create ORM Map

Generate glTF-style ORM maps (Occlusion-Roughness-Metallic) when possible.

Smart Combination Detection

Use advanced pattern matching to detect combined texture formats from filenames.

Delete Processed Textures

Remove temporary processed textures after they’re used. Helps keep your project clean.

Verbose Logging

Show detailed logs in the console about the texture processing steps.

Advanced Options

Combine Alpha with Diffuse

Merge separate alpha/opacity textures into base color textures for materials that need transparency.

Invert Roughness

Automatically convert roughness textures to smoothness by inverting their values. Essential for Unity’s Standard shader which uses smoothness.

Pack Metalness/Roughness

Combine metallic and smoothness/roughness textures into single maps using the correct channels.

Create HDRP Mask Map

Generate HDRP-compatible mask maps that combine metallic, ambient occlusion, detail mask, and smoothness.

Use Alpha As Mask

When a standalone alpha texture is found but no mask texture, use the alpha texture as a mask.

Visualize Metallic Maps

Make metallic maps more visually apparent by applying their values to all RGB channels instead of just the R channel.

Custom Keyword Mappings

You can define your own keywords for texture identification through the Settings window (Tools > Advanced Texture Assign Tool > Settings). This allows you to match your studio’s specific naming conventions.

Each mapping consists of:

  • Keyword: The term to look for in texture filenames

  • Shader Property: The Unity shader property to assign matching textures to