Textures for Unity

PBR textures for Unity, painted in your browser.

Paint and layer materials on your asset in Mixos, then export clean PBR maps that wire straight into Unity's Lit shader for URP or HDRP. Real-time WebGPU preview while you work — and yes, it handles the smoothness-vs-roughness gotcha.

A game-ready worn boot asset textured in Mixos, ready for Unity's URP/HDRP Lit shader

URP & HDRP ready

Export base color, metallic, normal, height, and occlusion — the inputs Unity's Lit shader and HDRP Mask Map expect.

Smoothness, sorted

Unity wants smoothness — the inverse of roughness. Export your roughness map and flip it in one step, or pack it where Unity expects it.

Bake the detail in

Generate AO and curvature from your mesh and bake edge wear and grime so assets read grounded in-engine.

Block in with AI

Auto-Texture an asset or generate tiling materials from a prompt, then refine the layers for the final pass.

Why Mixos

Texture authoring that fits a Unity pipeline

Unity's Standard and Lit shaders use a metallic-roughness PBR workflow, and Mixos produces exactly those channels — base color, metallic, normal, height, and occlusion — so they map onto Unity's material inputs without surprises. The one thing worth knowing: Unity's “smoothness” is the inverse of “roughness.” Mixos exports a roughness map; invert it (a one-step adjustment) to get smoothness, the classic gotcha that trips up first-time imports.

A real-time WebGPU viewport keeps your preview honest, so the metal, paint, and wear you author read the way they will in-engine. URP and HDRP both read the same maps, and HDRP's Mask Map packs occlusion, metallic, and smoothness into one texture — Mixos gives you those channels to assemble. Non-destructive layers and masks make art-direction changes painless, and triplanar tiling covers large surfaces cleanly.

Because Mixos runs entirely in the browser, it drops into a team's workflow with no per-seat installs and the same experience on every OS. Author for free and upgrade only when you need 4K, watermark-free export.

Frequently asked questions

Will the maps work in URP and HDRP?

Yes. Mixos exports standard PBR channels that map onto Unity's Lit shader inputs for both URP and HDRP. For HDRP's Mask Map you can assemble occlusion, metallic, and smoothness from the exported channels.

How do I handle Unity's smoothness vs roughness?

Unity uses smoothness, which is 1 minus roughness. Mixos exports a roughness map; invert it (a one-step image adjustment) to get smoothness, or place metallic and smoothness where the Lit shader's Metallic input expects them.

Can I texture without clean UVs?

Yes — triplanar projection tiles materials on any mesh, and you can still bake against your UVs for precise control.

Is it really browser-based?

Yes. The editor renders with WebGPU in a modern browser, so there's nothing to install beside Unity and it runs the same on Windows, macOS, and Linux.

Open a tab. Start texturing.

No download, no setup, nothing to license. Auto-texture your first model and build real PBR materials in minutes.