Reviewed against the current product on November 5, 2026 · Published by Unity Asset Exporter.
Drop the .unitypackage into the tool on the homepage and click Textures as PNG (ZIP). You get a ZIP of the package's images. PNG and JPG files are copied unchanged, and other supported image formats are converted to PNG. Everything runs locally in your browser. Nothing is uploaded, and you do not need Unity or an account.
Three ways to get the images
- One file at a time: select any image in the Files tree and download it. You get the original bytes in the original format. This is always free.
- Textures as PNG (ZIP): every image in the package in one flat ZIP, converted to PNG where needed.
- Raw package files (FBX + PNG): every original package file with its Unity path, including models and
.matfiles. It extracts and does not convert anything.
The Files tree shows the original Unity paths restored from the package. To learn how the package stores files in GUID folders, see opening a .unitypackage without Unity.
What the texture ZIP contains
- PNG and JPG/JPEG are copied as they are, with no re-encoding.
- TGA, TIF/TIFF, PSD, DDS, HDR, EXR, WebP, BMP and GIF are decoded in the browser and saved as PNG.
- Files keep the source file name. Converted files get a
.pngextension. If two files end up with the same name, one gets a-copyor-convertedsuffix. - The ZIP is flat. It holds image files only, not the Unity folder structure. Use the raw ZIP if you need the paths.
- A file that fails to decode is skipped and listed in the log. It is not written as a broken image.
Large texture packs may arrive as several ZIP parts in browsers without a save-to-disk API. In browsers that have one, the ZIP can be written straight to disk.
PSD, HDR and EXR
For a PSD, the PNG holds the composited image. Layers are not kept. If you need the layers, download the original .psd from the Files tree.
HDR and EXR are tone-mapped (Reinhard, gamma 2.2) into an ordinary 8-bit PNG. That is fine for a quick look, but the high dynamic range is gone. For skyboxes, lighting or any work that needs the real values, keep the original .hdr or .exr from the Files tree or the raw ZIP.
Which map is which
File names in asset packs are not always clear. The reliable source is the material. Open the .mat file in the Files tree. It is Unity YAML text and lists each slot name with a reference to its texture. That reference is a GUID, not a file name, so matching it by hand takes some care. The common slots mean:
_MainTex/_BaseMap: base color (albedo). Color data, sRGB._BumpMap/_NormalMap: normal map. Non-color data._MetallicGlossMap: metallic in the red channel, smoothness in the alpha channel._OcclusionMap: ambient occlusion._EmissionMap: emission. Color data._SpecGlossMap: specular workflow (specular color plus smoothness), not metallic._MaskMap(HDRP-style): several maps packed into one image. In Unity's HDRP layout that is metallic in R, AO in G, a detail mask in B and smoothness in A.
The metallic-smoothness texture
This is the map that confuses most people. Unity stores smoothness, which is the inverse of roughness: roughness = 1 − smoothness. It also puts it in the alpha channel, where many image viewers show nothing useful.
The texture ZIP does not change channel layout. A _MetallicGlossMap stays exactly as Unity packed it. To use it in Blender's Principled BSDF:
- Add the image as an Image Texture node and set its color space to Non-Color. In the image settings, set Alpha to Channel Packed so the alpha channel does not alter the color channels.
- Connect the node's Color output to a Separate Color node and send the red channel to Metallic.
- Take the Image Texture node's Alpha output, pass it through an Invert Color node (or a Math node computing 1 − value) and connect that to Roughness.
Plugging the alpha straight into Roughness gives you shiny areas where the surface should be rough, and the reverse. The smoothness in A of an HDRP _MaskMap needs the same inversion.
Color space
Albedo and emission are color data (sRGB). Normal, metallic, roughness and AO maps are non-color data. In Blender, set those image nodes to Non-Color. A normal map left on sRGB gives wrong shading. For other texture problems in Blender, see missing textures in Blender.
When to export GLB instead
If your goal is a textured model rather than a folder of images, skip the manual wiring. When the tool builds a GLB, it resolves Unity material references by GUID, using the FBX .meta externalObjects, prefab material assignments, material-name matching and conservative fallbacks. It maps the slots listed above to glTF inputs and embeds supported textures in one file. For the metallic-smoothness map it writes metallic to the blue channel and 1 − smoothness as roughness to the green channel, which is the layout glTF expects. Specular-gloss maps are approximated to metallic/roughness. Common URP, HDRP and asset-maker slot names such as _BaseColorMap, _MaskMap and _MetallicSmoothness are recognized too.
Load the model into the preview and use Download GLB — what's in the preview, or Download all selected as GLB (ZIP) for several models. The GLB guide covers single and bulk exports.
Limits
- Only
.unitypackagefiles are read. Textures inside built games, AssetBundles or UnityFS files are not supported. - A ZIP containing the package can be dropped as is. Extract RAR or 7z on your device first.
- Safety ceilings are just under 4 GiB of expanded data and 1 GiB per file. Very large packages also depend on browser memory.
- Custom shaders and Shader Graph logic are not reproduced, so some textures only make sense with the original shader.
- Textures as PNG (ZIP) and Raw package files (FBX + PNG) count as bulk exports. The first bulk export is free, then one every week. Pro ($15 one-time until 30 November 2026, then $25) removes the limit in the browser where it is activated. Single-file downloads are always free.
- If images are skipped, Help & feedback lets you download a diagnostic report (counts, warnings, log; no asset files) to attach to a bug report.
For all input and output formats and their limits, see supported formats.