Texture Alchemist is the complete image editor that runs inside the Unity Editor — no external app, no reimport roundtrips, no broken workflow. Paint, color-grade, generate PBR maps, and pack atlases right where your project lives.
Built for technical artists, indie developers, and small studios who need to make texture changes fast and stop bouncing between Unity and Photoshop. If your last hour was lost to "open file, edit, save, reimport, repeat" — this tool exists to give that hour back.
PAINTING & DRAWING
A full painting suite for in-editor work:
- Brush with adjustable size, opacity, flow, hardness, and circle or square shape
- Pencil for pixel-perfect hard-edge work
- Alpha-aware eraser, soft or hard
- Eyedropper with magnifier loupe — hold I anywhere to pick a color
- Linear and radial gradients with interactive canvas handles and live preview
- Flood-fill bucket with tolerance control
- Color history, custom palette, and one-click palette extraction (8–128 colors) from the current texture
COLOR ADJUSTMENTS — NON-DESTRUCTIVE
Tweak and preview before committing. Every adjustment is reversible until you press Apply.
- Levels (black point and white point)
- Hue, Saturation, Tone Curve (replacing flat Exposure/Gamma for finer grading)
- Invert and Colorize
- Grayscale with a full channel mixer (Luma, Average, R/G/B, or manual blend)
PBR MAP GENERATORS — THE WORKFLOW WIN
Stop importing normal maps from external tools. Every generator previews live and lets you pick the processing backend.
Normal Map Generator. Three-stage Sobel pipeline with optional Gaussian pre-blur for smoothness control. Strength 0.1–20, smoothness 0–10. Optional GPU (shader) path computes at full resolution, so the on-screen preview matches the committed result exactly — and it falls back to the multi-core CPU path automatically when the GPU is unavailable.
Ambient Occlusion Generator. Height-based AO with adjustable strength (0.1–5) and radius (1–10 px), grayscale output ready for any PBR material. Same optional GPU / CPU backend choice as the normal map generator.
Height Map Generator. Derive a height/displacement map straight from your texture, with live preview — ready for parallax, displacement, and as the source for the AO and cavity passes.
Cavity Map Generator. Generate a cavity map that isolates fine crevices and raised edges for crisper wear, dirt, and detail masks in your PBR materials. Adjustable strength with live preview.
Smoothness / Roughness Map Generator. Produce a smoothness or roughness map in one click, with a toggle to flip between the two conventions so it drops cleanly into any render pipeline.
Channel Packer / Mask Map Generator. Pack up to four textures into RGBA channels — perfect for HDRP Mask Maps (Metallic, Occlusion, Detail, Smoothness). Per-channel invert, fallback constants for missing inputs, GPU-accelerated rescaling, and a live preview before you write the file.
Normal, AO, and Cavity generation is now alpha-aware — transparent regions in the source are handled correctly, so you get clean results with no dark seams or halos around alpha edges.
ATLAS GENERATOR
Pack multiple textures into one atlas in a single pass, with two packing modes: Optimal (smallest possible atlas — sprites repositioned to fit best) and Grid (uniform cells that preserve input order, ideal for sprite sheets and animation strips, with automatic or fixed column count 1–32). Padding 0–32 px, output up to 8192 px. Drag and drop textures or sprites straight into the list and reorder them, then the generator writes full SpriteMetaData for the sheet — sprite names preserved, pivots centered, one StartAssetEditing import call.
TRANSFORM & RESHAPE
- Crop with interactive handles and ratio presets (1:1, 4:3, 3:2, 16:9, 9:16, 2:1 and more)
- 90° rotate CW / CCW with auto dimension swap
- Horizontal and vertical flip
- Resize with POT presets 32–16384 px, bilinear or point filter, aspect lock
- Canvas size with per-side padding, auto POT expansion, transpar
Description sourced from the Unity Asset Store listing.