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Publisher

CODE lunatics

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This entry is from Thursday August 13, 2026. The price of the asset may have changed since then.
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Overview

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, transparent or solid fill


FILTERS


- 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 control


ALPHA, 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 grayscale

- Fill RGB (Transparent Areas) — fills the hidden color channels of fully transparent pixels by bleeding in neighbouring colors, with a live reveal preview. Kills the dark fringes that appear when textures are mipmapped, scaled, or filtered.


TEXT OVERLAY


Stamp 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 alignment

- Collapsible tool categories in the left panel — group sections and fold away what you're not using for a cleaner workspace on bigger edits.


PERFORMANCE — BUILT FOR LARGE TEXTURES


Every 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 / REDO


50-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 EDITING


Texture 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 path


WHY 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.com

More tools from Codelunatics: https://codelunatics.com

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