Unity guide

Unity URP PBR Texture Import Settings

Set up PBR texture imports for Unity URP, including albedo, normal maps, metallic-smoothness, AO and texture compression.

When to use this workflow

Use this workflow when the material imports into Unity but the surface still looks flat, glossy in the wrong places, incorrectly scaled or miswired.

Unity URP materials are straightforward once import settings are consistent. Albedo uses sRGB; normals are marked as Normal Map; packed or grayscale data should stay linear.

The main confusion is roughness versus smoothness. Unity often expects smoothness, so roughness must be inverted when packed into the alpha channel of a metallic-smoothness map.

Unity URP PBR Texture Import Settings PBR map stack showing base color normal roughness ambient occlusion metallic and height maps
A quick reference for the map types that usually need different color-space and import settings.

Texture Import Settings

Texture map Import setting Color space / sRGB Usage notes
Albedo / Base Map URP Lit material Base Map sRGB on Use alpha only when the shader needs transparency or cutout.
Normal Texture Type: Normal Map Unity handles as normal data Fix import warnings and reduce bump scale if the material looks embossed.
Metallic-Smoothness Metallic in R, Smoothness usually in A sRGB off Invert roughness into smoothness; do not plug roughness directly into smoothness.
AO / mask data Occlusion input or packed mask depending on shader sRGB off Keep AO subtle so lighting still does the main shading work.
Unity URP PBR Texture Import Settings import settings for albedo normal metallic smoothness ambient occlusion and packed mask maps
Recommended Unity import settings for common PBR texture maps, including color space and packed mask handling.

Step-by-Step Workflow

  1. Import albedo/base color with sRGB enabled.
  2. Set normal textures to Texture Type: Normal Map.
  3. Create or import a metallic-smoothness map with smoothness in alpha.
  4. Disable sRGB for AO, masks and packed data maps.
  5. Choose compression based on platform and visual importance.

Quality Checklist

  • Normal maps display without color artifacts.
  • Smoothness is the inverse of roughness when required.
  • AO is connected separately if the shader supports it.
  • Compression does not damage fine normal detail.

Common Mistakes

  • Using a roughness map directly as smoothness.
  • Forgetting to mark normal maps as Normal Map type.
  • Using desktop compression settings for mobile targets.

Useful Next Steps

FAQ

Which texture maps do I need for Unity URP PBR Texture Import Settings?

Start with base color, normal and roughness. Add AO, height, metallic or packed engine maps when the material and target renderer support them.

Should I always use 4K or 8K textures for this workflow?

No. Use 4K or 8K only for close camera views or hero assets. For background surfaces, 1K or 2K textures with good tiling and mipmaps are often more efficient.

How does this guide fit into a Unity pipeline?

Use the guide as a setup checklist before final material tuning. Check scale, color space, map routing, tiling and performance in the target scene rather than judging the texture from the thumbnail alone.