Texture Combiner is a unique, dedicated texture editor built directly into Unreal Editor. Combine image, text, gradient and effect layers on a pixel-accurate canvas to produce materials, masks, decals, UI assets and any other texture your project needs - without ever leaving the engine.
Video: https://youtu.be/YiL3eBOyPYw
Layer stack
Image layers - drop any Texture or Material via Content Browser drag-and-drop; full per-channel remapping (R, G, B, A with multi-channel averaging).
Text layers - multi-line rich text with TrueType fonts, wrap, line-height and horizontal / vertical alignment, all laid out in canvas pixels.
Gradient layers - linear, radial, angular and diamond gradients driven by an editable color curve with any number of stops.
Effect layers - non-destructive Noise, Stretch, Blur, Pixelate, Ripple and Glow effects applied to the content below; the layer rectangle controls the effect region and transforms rotate with the layer.
Stackable mask ranges - set any layer as a mask ("Mask for Next Layer" or "Mask Until Next Mask"); consecutive masks multiply their coverage; "Mask End" closes a group mid-stack. Masks are fully procedural and deterministic.
Blend modes
24 professional blend modes: Normal, Add, Multiply, Screen, Overlay, Subtract, Darken, Lighten, Color Burn, Color Dodge, Soft Light, Hard Light, Difference, Exclusion, Hue, Saturation, Color, Luminosity, Linear Burn, Vivid Light, Linear Light, Pin Light, Hard Mix, Divide.
GPU live preview
Real-time composited preview runs entirely on the GPU as a compute-shader pass with double-buffered rendering, automatic raster-budget management and instant feedback while you drag layers. The CPU fallback pipeline is always available for compatibility.
Smart guides and snap
Alignment guides, equal-spacing snap and edge-to-edge distance measurements with a configurable threshold. Resize handles snap to guide coordinates on constrained and free corner transforms while preserving aspect ratio.
Build Texture
One-click bake to a regular UTexture asset with your choice of compressed (BC1/BC3 auto-selected) or lossless RGBA8 output. Normal-map compression is handled automatically when a normal-map source is detected. The resulting texture is a persistent, fully serialised asset ready for materials, UI and Blueprints.
Workflow features
Stable per-layer GUIDs for copy/paste and mask-source bindings.
Lock and per-layer visibility toggles.
Non-destructive layer opacity (does not alter the source asset).
Undo / redo support through standard Unreal transactions.
Canvas resolution up to 16 K, configurable per asset.
Docs: https://github.com/Dexied/TextureCombinerDemo/wiki
Demo: https://github.com/Dexied/TextureCombinerDemo
All my products: https://www.fab.com/sellers/Dexied
Support: https://discord.gg/mqV52Qf / dexied.gs@gmail.com