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