MATERIAL WORKFLOWS
Material Manager
Batch targets, presets, conversion, rendering, checks, and themes.
PACKAGE VERSION 1.1.0On this page
Target sourcesCopy from sourceReset defaultsConvert variantApply presetRendering and lightingVR profileTarget-list performanceSafe workflowCrowPSX exposes the Material Manager from one location:
Tools > CrowPSX > Material Manager
The window contains a Batch workspace for material operations and a Theme workspace for the CrowPSX editor theme.
Target sources#
The Batch workspace can collect materials from:
- Selection
- Scene Surfaces
- Scene All
- Scene Particles
- Scene Decals
- Scene CrowPSX All
- Project Surfaces
- Project All
- Project Particles
- Project Decals
- Project CrowPSX All
Selection can optionally include child renderers. The resulting target list can be searched, filtered, sorted, added to, replaced, or reduced manually.
Copy from source#
Copies compatible settings from one source material to the target list. Guided scopes include Recommended, Appearance, Appearance and Textures, Everything, and Custom. The Custom scope can select schema groups and value types. Unsupported destination properties are skipped.
Reset defaults#
Resets selected groups to the actual defaults of each destination shader variant. Texture slots are preserved unless texture reset is explicitly included. Use Full Reset carefully.
Convert variant#
Converts compatible surfaces among:
- Default
- Lite
- PBR
- Vertex Painting · Default
- Vertex Painting · Lite
- Vertex Painting · PBR
Particles, decals, skyboxes, and special CrowPSX shaders are protected from surface conversion. Compatible values are preserved when requested. Conversion between regular and painted variants preserves Base-layer data where possible, but cannot invent meaningful Red/Green/Blue layers.
Apply preset#
Applies a built-in or custom preset using a selected scope. Custom presets are shared with the material inspector and stored in:
ProjectSettings/CrowPSX/CustomMaterialPresets.json
Rendering and lighting#
Batch-change Opaque/Cutout/Transparent rendering, Pixel/Vertex lighting, or both. CrowPSX then validates render tags, blend state, queue, keywords, and recommended depth behavior.
VR profile#
Applies a consistent VR comfort profile across compatible target materials. Off, Comfort, Balanced, and Full provide immediate starting points; Custom exposes separate snap and affine strengths. Terrain materials receive the snap setting and ignore affine strength because the Terrain shader does not use affine texture warping.
VR profiles only scale the existing retro effects during stereo rendering. They do not change the material's desktop Pixel Snap or Affine Warp values. Stereo snapping uses a shared displacement for both eyes in Multi-Pass, Single Pass Instanced, and Multiview.
Target-list performance#
Scene usage is cached and invalidated after hierarchy, project, selection, or Undo changes. Large target lists are virtualized. Project-wide collection still scans project Material assets and can take time in large projects.
Safe workflow#
- Commit or back up the project.
- Choose the narrowest target source.
- Review and filter the target list.
- Start with a conservative scope.
- Apply the operation.
- Review the report and inspect representative materials.
- Use Unity Undo immediately when the result is not intended.
Test project-wide conversions on a copy of the project first.