Meet Mixos AIExplore

Textures for Unity

PBR textures for Unity, Mask Map and all.

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.

mixos Paint open on an iPad showing a timber log cabin with a shingled roof, fully textured, floating at an angle against a near-black backdrop under a coloured rim light.

Mask Map-ready channels

HDRP's Mask Map packs occlusion, metallic and smoothness into one texture — Mixos authors those exact channels, plus base color, normal and height for the URP and HDRP Lit shader.

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.

The Mask Map is the other thing to get right. HDRP wants metallic, occlusion and smoothness living in one packed texture rather than three separate ones, and Mixos exports each channel individually so you can assemble it the way your shader expects — URP and HDRP otherwise read the same maps. A real-time WebGPU viewport keeps the preview honest, so the metal, paint and wear you author read the way they will in-engine. 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.

Mixos

Open a tab. Start texturing.

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