Texture Alchemist – Image & Texture Editor
CODE lunatics
$23.09
$32.99
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A full image editor inside the Unity Editor: paint, color-grade, add text overlays, generate normal maps & AO, pack mask maps, and build texture atlases — all without leaving Unity.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 & DRAWINGA 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 textureCOLOR ADJUSTMENTS — NON-DESTRUCTIVETweak 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 WINStop 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.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.ATLAS GENERATORPack 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, transparent or solid fillFILTERS- Gaussian Blur — separable kernel, sigma 0.5–20, fast on large textures- Sharpen — unsharp mask, strength 0–5- Noise — monochrome or per-channel, new seed each pass- Perlin Clouds — procedural cloud/noise generator with blend controlALPHA, MASKING, AND COLOR REPLACEMENT- Color to Alpha (chroma key) with tolerance and SmoothStep feathering- Masking & Shapes — cut a rounded-rectangle or circular alpha mask with adjustable margin, roundness, softness, and an invert toggle, previewed live on the canvas- Replace Color with live preview, brightness-preserving mode, and a side-by-side compare view- Force Opaque — one-click full alpha- Alpha Channel View — inspect alpha as grayscaleTEXT OVERLAYStamp text directly onto textures with any TTF/OTF font on your system. Size 6–512 px, color, sharpness, position and rotation. Drag handles on the canvas to move; ring handles to rotate. Non-destructive until commit.CANVAS, GRID & WORKFLOW- Open from Window → Codelunatics → Texture Alchemist or with the Alt+T shortcut — it loads whatever texture is selected in your Project window- Start from an existing texture, create a new blank canvas at any size, or jump straight into the standalone Mask Map Generator- Zoom 0.1×–32× with fit-to-window, plus an optional pixel grid overlay (fixed or custom step) for pixel-accurate alignmentPERFORMANCE — BUILT FOR LARGE TEXTURESEvery CPU-heavy operation runs with Parallel.For across all cores: blur, sharpen, noise, normal map, AO, color, gradients, masking, channel packing. Dirty-rect uploads keep GPU traffic minimal, and preview mode downsamples to 512 px for instant feedback — full resolution is only calculated when you commit. Supports up to 16384 × 16384 px.UNDO / REDO50-step undo history with a 512 MB memory cap. A separate buffer protects the one step before any resolution change (crop, resize, rotate, canvas pad) so you never lose history to a reshape. Thread-safe.HOW IT WORKS — DIRECT, NON-DESTRUCTIVE EDITINGTexture Alchemist works directly on pixels, not on layers. Every operation can be previewed before committing, and a 50-step undo history protects your work. This keeps the tool fast, the file size small, and the workflow predictable — ideal for in-editor edits, not for layered compositing.SAVE & EXPORT- Save (Ctrl+S) and Save As (Ctrl+Shift+S)- PNG, JPG, TGA, EXR- 8-bit (RGBA32) and 16-bit (RGBAHalf / EXR) modes- Automatically configures TextureImporter (Read/Write, uncompressed) on load and restores original import settings after save — keeps your repo clean- Pre-write validation of disk space, file permissions, and target pathWHY DEVELOPERS CHOOSE TEXTURE ALCHEMIST- One tool. One window. Replaces three separate Asset Store purchases.- Zero runtime overhead — Editor-only, no DLLs shipped with your build.- No dependencies. No package conflicts. Drops into any project from Unity 2022.3 LTS onward.Stop switching tools. Add Texture Alchemist to your project and start editing textures where they belong — inside Unity.Support, questions, and feature requests: contact@codelunatics.comMore tools from Codelunatics: https://codelunatics.com- Editor-only Unity tool (EditorWindow) — no runtime component, zero build overhead- Compatible with Unity 2022.3 LTS and newer- Works with all render pipelines: Built-in, URP, and HDRP. Processing iseditor-only; the included shaders are pipeline-agnostic (UnityCG) and are neverused for scene rendering- No external dependencies and no third-party packages- Full C# source code plus shader source included- Multi-core CPU processing (Parallel.For), with an optional GPU shader path for theNormal Map and Ambient Occlusion generators- Supports textures up to 16384 x 16384 px, 8-bit (RGBA32) and 16-bit (RGBAHalf/EXR)Parts of this package's code were written with the assistance of an AI codingassistant. No part of the package is solely AI-generated: AI was used only as adevelopment aid, and the developer designed, directed, reviewed, tested, debugged, integrated, and finalized all code in the package.All icons and other artwork were created by the developer without AI.


