A special importer to merge different texture channels into a final texture output.
Implemented as a ScriptableImporter so you don't have to "bake" the image once – feel free to tweak the settings and keep your source textures in their original format.
Also features an experimental importer that will create PBR materials and terrain layers from a set of texture images.
- Go to Tools > Swizzler > Create Map
- This will create a file called "New Map.swizzlermap" in the currently selected folder
- Open the map file in the inspector
- Select source textures and channels
- Press "Apply"
- The map file will now be a valid asset that can be used as a texture
(experimental, currently HDRP only but should be easy to add support for other render pipelines all at the same time)
- Navigate in your project to a folder containing PBR material textures
- Go to Tools > Swizzler > Create PBR Material
- This will look at the files in your folder and try to guess which ones are which, and repack them into a Unity mask map
- Ensure the materials were auto-selected correctly and make any changes
- The .swizzlerpbr asset will contain an HDRP material, mask map, and a terrain layer inside it, which can be used normally like any other asset
Make sure the Git client is installed on your marchine and that you have added the Git executable path to your PATH environment variable.
Go in %ProjectFolder%/Packages/ and open the "manifest.json" file.
in the "dependencies" section add:
{
"dependencies": {
...
"com.wilgieseler.unity.swizzler":"https://github.com/wilg/swizzler.git"
...
}
}
Find more information about this here.
Dowload this repository as a zip file, extract the archive.
In Unity, go in "Window" -> "Package Manager" -> "Add Package from disk"
Select the "package.json" file located at the root of the package folder.
The tool is located under "Window" and is called "Channel Packer"
This is still under development and may be buggy.
MIT. See LICENSE for details.