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Unity URP Texture Setup: Importing TextureFast PBR Maps

要約

TextureFast exports standard PNG PBR maps — Base Color, Normal, Roughness, Metallic, Height, and AO — at up to 4K. In Unity URP, import those textures, create a Lit material, assign maps to the correct slots, and tune normal strength and smoothness from the Roughness map. Upload GLB, GLTF, OBJ, or FBX with UVs to TextureFast, generate materials from prompts, download PNGs, and assign them in URP without a Substance round-trip.

URP Lit materials and PBR map roles

Unity Universal Render Pipeline (URP) Lit shaders expect the same PBR map set most modern engines use. Base Color (albedo) defines diffuse color without baked lighting. Normal maps add surface detail. Roughness (inverted to smoothness in Unity) controls microsurface response. Metallic marks metal vs dielectric surfaces. Ambient Occlusion can be multiplied into occluded areas for extra contact shadowing.

TextureFast outputs these maps as PNG files — no proprietary format lock-in. That matters for indie teams who want predictable imports across URP and HDRP projects without maintaining a Substance pipeline for every prop.

  • Base Color → URP Base Map slot
  • Normal → Normal Map slot (enable import type Normal map)
  • Roughness → invert or remap for Smoothness depending on your shader setup
  • Metallic → Metallic slot on Lit
  • AO → optional multiply via occlusion or secondary detail pass

From TextureFast export to Unity project

Start with a UV-unwrapped mesh. GLB is the fastest upload path; OBJ and FBX also work. Describe the material in plain language — worn leather, stylized hand-painted stone, brushed aluminum — and generate Base Color, then extract the full PBR set from the TextureFast dashboard. Download PNGs into your Unity project Assets folder.

  1. 1

    UV unwrap in your DCC

    Clean UV islands without critical overlapping in visible areas. TextureFast maps to your existing UV layout.

  2. 2

    Generate in TextureFast

    Pick a style preset if needed (AAA Photorealistic, Handpainted, Pixel Art) and prompt material, wear, and palette.

  3. 3

    Download PNG PBR set

    Export Base Color, Normal, Roughness, Metallic, Height, and AO at the resolution your target platform needs.

  4. 4

    Import to Unity

    Drop textures into Assets; set normal map import type; create URP Lit material and assign slots.

Assigning maps in URP Lit step by step

Create a Material using Universal Render Pipeline/Lit. Drag Base Color into Base Map. Assign Normal Map and confirm the texture importer marks it as Normal map type — Unity otherwise treats it as color data and lighting looks wrong. For Roughness, URP uses Smoothness; many teams invert roughness or use a one-minus node in Shader Graph if they stay in a roughness-native pipeline from TextureFast.

Metallic goes to the Metallic slider map slot. Height from TextureFast can feed parallax or detail workflows if you use them; many mobile URP projects skip parallax for performance. AO can be subtle — avoid crushing albedo if you multiply it aggressively.

Mobile and console URP optimization

TextureFast supports up to 4K exports, but shipping resolution should match platform budgets. Hero props can use 2K–4K; background clutter often works at 1K. Compress with platform-appropriate formats (ASTC on mobile, BC7 on desktop) after import.

  • Use matching resolution across a material set so memory stays predictable.
  • Generate lower-res variants for distant LODs by re-exporting at smaller sizes.
  • Batch similar props with one prompt tone for visual consistency across levels.
  • Keep normal strength moderate — over-strong normals shimmer on mobile URP.

Worked example: URP crate prop in one session

A solo dev needs twenty warehouse props for a URP vertical slice. They UV unwrap a crate in Blender, upload GLB to TextureFast, prompt "weathered wood slats with rusted corner brackets," download PNG maps, and assign a URP Lit material. Total active time per variant is minutes — enough to texture a prop batch in an afternoon instead of a week of hand painting.

The same maps can be reused on LOD meshes sharing UVs, keeping the art pass efficient as scope grows.

よくある質問

Does TextureFast output work with Unity HDRP too?
Yes. PNG PBR maps import into HDRP Lit materials the same way — assign Base Color, Normal, Mask maps per HDRP conventions.
Which model formats can I upload?
GLB, GLTF, OBJ, and FBX with UV-unwrapped meshes are supported. GLB is the fastest single-file path.
Do I need Substance Painter for URP texturing?
No. TextureFast covers prompt-to-PBR generation. You can still refine in Painter later if your art direction requires manual touch-up.
How fast is generation for a single prop?
Base Color generation is typically on the order of 30–120 seconds; full PBR extraction is a separate one-click step after that.

Unity developers

Generate URP-ready PBR maps from a prompt

Upload a UV model, describe the material, download PNG maps for Unity Lit materials.