Texture additions
Ship a new Texture2D asset and reference it from a template clone. Use this when a clone has a Texture2D-typed field (raw textures, render targets, custom material maps) rather than a Sprite-typed field.
For UI icons and item portraits use sprite additions instead. Most game-data templates expose icon-style fields as Sprite, not Texture2D.
File layout
text
assets/additions/textures/<logical-name>.<ext><ext> is .png, .jpg, or .jpeg. The basename (with subdirs, without extension) is the logical name the modder writes in KDL.
KDL syntax
kdl
clone "...Template" from="..." id="..." {
set "TextureField" asset="my-folder/my-texture"
}The category is inferred from the destination field's declared Unity type. The compiler walks assets/additions/textures/ because the field is Texture2D.
Compile-time errors
Same as sprite additions: missing files, duplicate logical names, and wrong destination field type are all rejected at compile time.