BaseColor · Normal · MaskMap

Unity Material & Texture Naming Validator

Textures only line up with materials when they are named consistently. Validate your texture channel suffixes against URP and HDRP conventions and catch the mismatches.

Materials and textures are where a Unity project's naming discipline shows. A consistent texture naming convention means the right map lands in the right slot every time - and it is exactly the kind of thing that drifts under deadline.

Texture channel suffixes it checks

Modern Unity materials expect predictable channel suffixes so artists and importers agree on what each map is:

SuffixChannel
_BaseColor / _AlbedoBase colour / albedo.
_Normal (_N)Normal map.
_MaskMapHDRP packed mask (metallic, AO, detail, smoothness).
_Metallic / _SmoothnessMetallic and smoothness / roughness.
_AOAmbient occlusion.
_EmissionEmissive.

URP and HDRP realities

The Universal and High Definition render pipelines pack channels differently - HDRP's _MaskMap combines several maps into one texture, while URP often keeps them separate. The validator checks that your texture names match the convention your pipeline expects, so a Normal map is not accidentally plugged in as a BaseColor and a MaskMap is not treated as a plain metallic.

Materials, not just textures

It also checks material (.mat) names against your convention, so a material and its textures share a consistent, searchable base name. Run it as part of the full naming convention check, and export the results for your art lead.

Frequently asked questions

What texture suffixes does it check?

Common channel suffixes including _BaseColor / _Albedo, _Normal, _MaskMap, _Metallic, _Smoothness, _AO and _Emission, matched to your convention.

Does it understand URP and HDRP differences?

Yes. It accounts for HDRP MaskMap packing versus URP separate maps, so names are checked against what your pipeline expects.

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