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

Export base color, metallic, normal, height, and occlusion — the inputs Unity's Lit shader and HDRP Mask Map expect.
Unity wants smoothness — the inverse of roughness. Export your roughness map and flip it in one step, or pack it where Unity expects it.
Generate AO and curvature from your mesh and bake edge wear and grime so assets read grounded in-engine.
Auto-Texture an asset or generate tiling materials from a prompt, then refine the layers for the final pass.
Why Mixos
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.
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.
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.
Yes — triplanar projection tiles materials on any mesh, and you can still bake against your UVs for precise control.
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.
No download, no setup, nothing to license. Auto-texture your first model and build real PBR materials in minutes.