Engine Integration
Premium PBR Textures for Real-Time Engines
Importing to Unity
Drop the `.unitypackage` into your Assets folder and let the auto-importer handle sRGB/linear channel mapping. Our materials are pre-configured for URP, HDRP, and Built-in Render Pipelines.
Each pack includes a `GS_Materials` folder with ready-to-use `.mat` files. Open the Albedo, Normal, Roughness, and Metallic maps, ensure the Texture Type is set to Default for Albedo and Normal Map for the height channel. Disable sRGB on all non-color maps. For tiling, set Wrap Mode to Repeat and enable Anisotropic Filtering on Max. The included `GrainStack_URP_ShaderGraph` lets you plug in custom height or AO maps without recompiling.
01. Import Package
Double-click `GrainStack_Vol4.unitypackage`. Select All and click Import. The importer automatically tags 4K/8K variants with LOD groups and strips unused metadata.
02. Assign Shader
Drag `GS_Concrete_Polished` onto your mesh. The material auto-links to `Universal Render Pipeline/Lit` or `HDRP/Lit` based on your active pipeline settings.
03. Configure Tiling
Set Scale to `2.5, 2.5` in the Material Inspector. Our seamless 2048x2048 tiles maintain normal continuity up to 4x repetition without visible seams or lighting artifacts.
Importing to Unreal
Use the `GS_Import_Blueprint` to batch-process your texture sets. All maps are optimized for Lumen global illumination and Nanite virtualized geometry workflows.
Our `.uasset` previews include a master material `M_GrainStack_Master` using the Principled BSDF node. Normal maps are baked in DirectX format (Y-up) with tangent space orientation. Set Texture Group to `TG_UI` for HUD overlays or `TG_WorldMap` for landscape splats. For production, switch to Material Instances to override roughness or add custom AO without duplicating the base material. The included `GS_Tiling_Checker` scene validates seamlessness at 0.5m to 2.0m tiling intervals.
01. Batch Import
Open `BP_GS_Importer`, point to your `Textures/` directory, and run. The blueprint auto-splits 8K `.png` files into 4K/2K virtual texture chunks and applies correct compression settings.
02. Link Master Material
Create a Material Instance from `M_GrainStack_Master`. Drag your Albedo, Normal, and Roughness maps into the designated slots. Lumen captures update instantly without re-baking.
03. Optimize for Nanite
Enable Nanite on your static mesh. Set Material Domain to Surface. Our normal maps use 16-bit EXR export to preserve micro-detail without z-fighting or screen-space errors.
Importing to Blender
Plug our textures directly into the Principled BSDF node tree. Every pack ships with a `.blend` template pre-wired for correct color space and UV tiling.
Blender requires strict color space management. Set Base Color to sRGB, and switch Normal, Roughness, Metallic, and Height maps to Non-Color. Use the `Texture Coordinate > UV` node routed through a `Mapping` node set to `2.0, 2.0, 2.0` scale for optimal repeat density. Our normal maps are OpenGL-compatible (Y-up) and work natively with Blender's Normal Map node without requiring a bump conversion. For displacement, connect the Height map to the Displacement socket and enable Subdivision Surface modifier with Simple mode.
01. Load Node Template
Open `GS_Blender_Template_v4.blend`. The node group `GrainStack_PBR` auto-routes texture inputs to the Principled BSDF and Emission channels with correct vector math.
02. Assign Color Spaces
Right-click each image node. Set Base Color to sRGB. Set Normal, Roughness, and AO to Non-Color. This prevents gamma shift and ensures accurate roughness values in Cycles and Eevee Next.
03. Map UVs & Tile
Add a Mapping node before Texture Coordinate. Set X/Y Scale to `3.0` for 3x3 tiling. Our seamless grids maintain normal continuity at any integer scale without stretching.