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Texture Converter: Resizer, Packer & Replacer

A field report on Unity Asset Store pricing, by way of Veridian Systems

Texture Converter: Resizer, Packer & Replacer
§ 02The data

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§ 03About this asset
As a solo developer, I originally built the Texture Converter to solve a recurring headache: managing the massive file footprints and VRAM bloat that happens when you construct environments using modular kits and third-party asset packs. While optimization discussions usually focus heavily on polygon counts and active draw calls, an unmanaged VRAM footprint will often choke your target hardware long before geometry becomes the bottleneck. Dropping a beautiful kitbash pack into your project frequently introduces dozens of heavy 4K textures assigned to minor background debris, fragmented PBR data maps that require multiple texture samplers, and a tangled mess of dependencies. This free, pipeline-agnostic toolkit provides multithreaded and GPU-accelerated tools to batch-resize oversized maps, standardize file formats, mathematically pack distinct color channels into unified master textures, and physically rewrite your project's data files to consolidate those newly optimized dependencies without breaking your scene references. Core Workflows & Capabilities The toolkit is divided into two primary modules: 1. The Batch Resizer & Converter This module processes large queues of source textures to universally resize them, pad them to standard Power-of-Two dimensions, and enforce uniform import configurations across varying asset tiers. - Constraint-Based Sizing: Scale textures down via a literal percentage, or use a "Target Longest Edge" clamp. If you input a 4096x2048 texture and set the clamp target to 1024, the engine scales it to 1024x512, perfectly preserving the aspect ratio. The pipeline also automatically rounds dynamic constraints to the nearest multiple of 4 to ensure flawless compatibility with GPU block compression formats (ASTC/BCn/DXT). - Format & Color Space Control: Output directly to standard compressed .png or fast-lookup .tga formats. You can also explicitly override the output color space (Force Linear for data maps, Force sRGB for visual maps) to correct badly imported asset packs. - POT Padding & Alignment: Mobile platforms and GPU compression formats require square Power-of-Two (POT) dimensions. The tool mathematically expands irregular canvases to square POT boundaries. You can define specific flush-edge alignments (Top, Bottom, Left, Right) to anchor pixel data during padding, preventing UV offset errors on UI sprites or trim sheets. - HDR to LDR Conversion: Toggling LDR conversion forces the engine to push heavy 32-bit floating-point data down into standard 8-bit files, saving massive amounts of memory on simple masks that don't need .exr precision. - Automated Reference Replacement: Instead of manually digging through hundreds of materials to assign your optimized textures, you can run the batch in the destructive "Replace Project References" mode. The tool utilizes asynchronous I/O to read the raw text of your project's serialized files, finds the unique 32-character GUID of your old heavy asset, dynamically injects the new optimized GUID globally across your project, and safely moves your originals into a backup folder. 2. The GPU PBR Channel Packer Assigning a distinct grayscale texture to Metallic, Ambient Occlusion, and Roughness slots forces the shader to use multiple texture samplers, eating up VRAM. The PBR Packer extracts data from up to four separate images and injects them into the distinct Red, Green, Blue, and Alpha channels of a single master texture natively on your graphics card. - Auto-Assign & Workflow Presets: Drag a handful of textures into the Source Pool and hit "Auto-Assign"—the tool parses common file suffixes (_orm, _ao, _metallic, etc.) and routes them to the correct channels automatically. You can also click 1-button presets to perfectly configure the layout for URP or HDRP mask maps. - Constants for Missing Maps: If an asset is missing a specific map (e.g., it has AO and Roughness, but no Metallic map), you do not need to open Photoshop to build a blank texture. Set that ch

Description sourced from the Unity Asset Store listing.

§ 04Frequently asked
Who publishes Texture Converter: Resizer, Packer & Replacer?

Texture Converter: Resizer, Packer & Replacer is published by Veridian Systems on the Unity Asset Store.

§ 05Also marked down