Texture Uses

Textures are asigned a use so that the processing shaders know how to treat them. Some uses are more supported than others, but I'm working on getting support for as many different textures as I can.

Most support

BaseColor

Used for albedo, diffuse, or any kind of effects.

Supported

Normal

Normals maps have a lot of tricks to work around. Currently Texture Smith requires packed Normal textures. They are unpacked for painting and then repacked in post processing. If your shader does not need packed normals, it is easy to disable this in post processing. When textures are saved to file they are first unpacked, so that Unity can use it's platform specific packing when you mark it as a Normal map.

When blending normal maps, it's best to use the Height Blending option in the baker, and make sure your brush has a height texture.

Metal

Metal maps are largely supported, but there may be kinks in the way they are blended together.

Heightmaps

(Working on this.)

Semi-supported

Specular

Mark it as a metal map, it will give decent results I think. (Working on this.)

List of usage options

  • BaseColor
  • Normal
  • Metal
  • Height
  • Specular
  • Occlusion
  • DetailMask
  • Emissive
  • Opacity
  • Roughness
  • Smoothness
  • Custom1
  • Custom2
  • Custom3
  • Custom4
  • Unknown