How to Alter Your Pre-Built Texture Maps

Using Photoshop to alter textures for use in Unity

In the last article, I looked at the different types of lights available in URP in Unity. Today, I’ll be going modifying texture files for my game using Photoshop and Unity. A note before proceeding, Photoshop is my tool of choice for raster image manipulation. It doesn’t have to be yours! It does have a cost attached and I gladly pay my monthly fee to have the entire Adobe suite of tools at my disposal. There are some very good alternatives to Photoshop that don’t cost anything! Both Krita and GIMP, come to mind. The point here is that the processes that follow can be done in different tools without the cost and you should use what you prefer!

Editing textures

Once I’ve located the texture file in Unity, I want to open the folder where the file is stored on my computer. I can do this by right-clicking the texture file in the project window and selecting ‘Show in Explorer’ (on Windows).

With the file located in File Explorer on my computer I can now open it in Photoshop by right clicking on the file and choosing to “Open with.. > Adobe Photoshop”

Once the texture is open in Photoshop I can see that it is opened as a PNG file with the texture as the background layer.

In Photoshop, I can use “Adjustment Layers” to modify the look of an image without modifying the original image. This is known as non-destructive image editing. In this case, I start by adding a “Hue/Saturation” adjuxt ment layer and reducing the Saturation slider to remove the Orange hue of my texture. I then pull the Hue slider to add some cooler blue tint to the texture, simulating a colder, texture more like metal.

I then add a “Curves” adjustment layer to add contrast to the image and sharpen it some. The “Curves” Adjustment layer allows you to

Now that my texture has been modified I can use File > “Save As…” to save my modified image as a _new_ png image and I’ll change the file name to both reflect the change in the image and distinguish it from the original image. Using “Save As…” will save the new image into the same folder as the original and Unity will be able to see the new image when I return to work on it there.

Once back in Unity, I can assign my new texture to the Base Map property of my material and all of the models that use that material will change in my game scene.

Repeating the Process

Here is my scene with the new textures applied!

Next Time!

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Unity Game Developer, Software Engineer, Gamer, Musician, and Father. Christopher is a creative that enjoys a challenge and loves coding.

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Christopher West

Unity Game Developer, Software Engineer, Gamer, Musician, and Father. Christopher is a creative that enjoys a challenge and loves coding.