Normal Map — User Manual

Extracts relief (surface detail) from your albedo texture and composites one of six procedural patterns to automatically generate a Normal Map.

Surface details such as fabric, knit, or mosaic can be baked directly inside Unity, without any external tool.

Normal generation works even when no existing normal is present, although highly detailed results have practical limits in that case.

The tool is especially well-suited to preserving existing normals while adding patterns to selected regions.


Preparation

  1. Open the TextureColorKit window and activate the target you want to edit.
  2. If you want different pattern directions per region, add separate Color Layers per region in advance (optional).

Usage

Step 1. Open the Normal Map section

In the Map Generation section at the bottom of the left panel, expand the Normal Map foldout.

Step 2. Select the region

Use the UV mask to define the region where the pattern will be applied. If a Color Layer is active, the mask of the active layer is used as the region.

Step 3. Choose a pattern

Pick a pattern from the Material Pattern dropdown.

Pattern Use case
None Use only the albedo relief
Mosaic Square tiles, pixel-style outfits
Wave Horizontal weave, wrinkles
Diamond Diamond grid
Pebble Pebbles, leather surface
Grid Woven fabric, wire mesh
Knit Knit fabric, sweater

Step 4. Adjust parameters

Parameter Range Default Description
Strength 0 ~ 10 1.0 Albedo relief strength
Smoothness 0 ~ 5 0.5 Noise suppression
Pattern Strength 0 ~ 1 (0.1 step) 0.3 Visible only when Pattern ≠ None
Pattern Density 1 ~ 10 (integer) 4 Higher values make cells smaller
Pattern Rotation -180° ~ 180° Saved per active Color Layer
Resolution 256 ~ 4096 2048 Output texture resolution