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PBR Texture Checker — Validate a Material Set in the Browser

Drop a material's maps and the Texture Lab sorts them into roles, checks the set against the chosen workflow and reports every issue with the file and the number behind it.

Drop texture maps (PNG keeps exact channel bytes)
Runs in your browser. Files are not uploaded.
Texture Lab: a normal map generated from a CC0 texture, with the OpenGL/DirectX convention shown
The real Texture Lab with a CC0 asset (ambientCG).
Outputs
  • Channel PNGsMeasured· numpy
  • Normal mapMeasured· numpy
  • Packed mask / ORMMeasured· Pillow
  • Engine importUNVERIFIED

What it does

  • Roles from filenames (albedo, normal, roughness, metallic, AO, height, emission, ORM …); every role is a drop-down you can change.
  • Checks: dimension mismatch, missing maps, duplicate roles, non-power-of-two, unexpected alpha, grey maps stored as RGB, packed maps.
  • Normal maps validated by measurement: unit length and non-negative blue.
  • Stages for channels, normals, packing, fixing (edge bleed, mipmap preview, power-of-two) and batch export.

How to do it

  1. Drop the maps of one material.
  2. Check the roles and the workflow.
  3. Read the issues; fix or convert maps in the other stages.
  4. Export the report or the processed textures.

Outputs and how each was checked

"Measured" means the downloaded file was opened again outside the page (Pillow, numpy or an independent parser) and the property was measured. Loading these files in a game engine was not tested.

TargetFilesCheck
Channel PNGs<name>-r/g/b/a.png (8-bit grey)Measured numpyByte-identical per channel, including RGB under fully transparent texels.
Normal mapPNG · OpenGL (+Y) or DirectX (−Y)Measured numpyDecoded vectors are unit length (worst deviation 0.0002); OpenGL and DirectX differ in green only.
Packed mask / ORMUnity HDRP mask · URP metallic · ORM (glTF, Godot)Measured PillowPacked bytes checked: ORM preset over AO 10 / roughness 80 / metallic 220 → (10, 80, 220, 255).
Engine importUnity · Unreal · GodotUNVERIFIEDNot imported in any engine.

Evidence

Channel unpack byte-identical on all four channels (max difference 0), 2048 transparent texels keep their RGB; edge bleed changed 448 texels, all with alpha 0, and no alpha byte; OpenGL ↔ DirectX differ exactly in green (255 − g); converted normals decode to unit vectors.

Limits

  • Exact channel bytes need PNG; JPEG/WebP are decoded by the browser and marked "not byte-exact".
  • Interlaced PNG and 16-bit output are not supported; up to 33.5 million pixels on the exact path.
  • A normal map's convention cannot be detected from its pixels, only converted.
  • Nothing was imported into Unity, Unreal or Godot: channel orders rest on their documentation and engine source.

Questions

Does it detect sRGB vs linear?

No profile or gamma is interpreted. It tells you which maps an engine expects as colour and which as linear data, and reports the PNG sRGB chunk as a plain fact.

Are the maps changed when I only check them?

No. Checking reads the pixels; nothing is written unless you export.

Is it free, and do I need an account?

Everything on these pages is free and works without an account. There is no watermark and no export that is held back.

Are my sprites uploaded?

No. The Studio decodes, packs and exports in this browser tab. Projects are autosaved in the browser (IndexedDB) and can be saved as a .nerulio file.

Does it need Aseprite or an engine plugin installed?

No. .aseprite files are read and written in the browser, and each engine bundle carries what that engine needs (for Godot, the import settings and scene; for Unity and the Godot TileSet, a small editor script).