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SOURCE 2 · C#
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Assets

Naming Conventions

Texture Naming

The editor can automatically assign the textures in a Material as long as they follow the naming conventions below.

Texture TypeSuffix
Base Color / Albedo / Diffuse_color
Normal Map_normal
Roughness_rough
Metallic_metal
Ambient Occlusion_ao
Opacity / Alpha / Transparency_trans
Emissive / Self Illumination_selfillum
Tint Mask_mask
Blend Mask_blend
Height_height

For example: sand_color.png, sand_normal.png, sand_rough.png

:::info These suffixes are defined by the shader. Custom shaders may use different naming conventions. :::

Right-click a texture in the Asset Browser and select Create Material. Any textures with a matching base name (e.g. sand) will be assigned automatically.

You can also use Auto Fill in the Material Editor to save some time. Assign one texture and it will populate the remaining slots automatically.

Source: Facepunch/sbox-docs (CC-BY-4.0) · updated 2026-05-06. Read it rendered on the official docs.

More in Assets

Assets
Binary Serialization
Citizen Characters
Clothing
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Custom Assets
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First Time Setup
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