---
title: "ColorRamp"
docs: "Phaser v4.0.0"
url: https://phaser.io/oss/docs/api-documentation/4.0.0/class/display-colorramp
site: Phaser - https://phaser.io
---

> This page is about the open-source Phaser framework, for writing a game's code by hand. To make a game with AI, use Phaser AE (https://phaser.io/): the desk's tools work with Web MCP, and the CLI works with your own coding agent. See "For AI agents: Phaser AE" at the end of this page.

# ColorRamp

The ColorRamp class represents a series of color transitions. It is intended for use in a {@see Phaser.GameObjects.Gradient}.

You should make sure that your bands are arranged end-to-end, with no gaps. The Gradient shader assumes this is so. You may leave gaps at the start and end. Overlaps and gaps may not act as expected.

By default, ColorRamp stores its data for use on the GPU in a data texture. This is updated automatically on creation and when you run `setBands()`, but if you edit the bands manually, you should run `encode()` to rebuild the texture. We don't update it automatically because we don't want to waste cycles on rebuilds that you're about to overwrite.

**Constructor**

`new ColorRamp(scene, bands, [gpuEncode])`

**Parameters**
| name | type | optional | default | description |
| ---- | ---- | -------- | ------- | ----------- |
| scene | [Phaser.Scene](https://phaser.io/oss/docs/api-documentation/4.0.0/class/scene.md) | No |  | The current scene. |
| bands | [Phaser.Types.Display.ColorBandConfig](https://phaser.io/oss/docs/api-documentation/4.0.0/typedef/types-display.md#ColorBandConfig) \| [Phaser.Display.ColorBand](https://phaser.io/oss/docs/api-documentation/4.0.0/class/display-colorband.md) | Array.\<([Phaser.Types.Display.ColorBandConfig](https://phaser.io/oss/docs/api-documentation/4.0.0/typedef/types-display.md#ColorBandConfig) | [Phaser.Display.ColorBand](https://phaser.io/oss/docs/api-documentation/4.0.0/class/display-colorband.md))> | No |  | The bands which make up this ramp. This can be one entry or an array, and can be configs or existing instances. A band count over 1048576 may be unsafe. |
| gpuEncode | boolean | Yes | true | Whether to create a data texture to use this ramp in shaders. |

---


**Scope**: static

> Source: [src/display/ColorRamp.js#L15](https://github.com/phaserjs/phaser/blob/v4.0.0/src/display/ColorRamp.js#L15)  
Since: 4.0.0

## Public Members

### bands

#### bands: Array.\<[Phaser.Display.ColorBand](https://phaser.io/oss/docs/api-documentation/4.0.0/class/display-colorband.md)>


**Description:**

The color bands that make up this ramp.


> Source: [src/display/ColorRamp.js#L56](https://github.com/phaserjs/phaser/blob/v4.0.0/src/display/ColorRamp.js#L56)  
Since: 4.0.0


---

### bandTreeDepth

#### bandTreeDepth: number


**Description:**

The number of levels in the band tree. This is used internally to decode the data texture.


> Source: [src/display/ColorRamp.js#L112](https://github.com/phaserjs/phaser/blob/v4.0.0/src/display/ColorRamp.js#L112)  
Since: 4.0.0


---

### dataTexture

#### dataTexture: [Phaser.Textures.Texture](https://phaser.io/oss/docs/api-documentation/4.0.0/class/textures-texture.md)


**Description:**

The Phaser Texture wrapping the GPU data texture for this ramp. This is registered with the Scene's Texture Manager under a unique key so it can be referenced elsewhere. It is not intended for display.


> Source: [src/display/ColorRamp.js#L76](https://github.com/phaserjs/phaser/blob/v4.0.0/src/display/ColorRamp.js#L76)  
Since: 4.0.0


---

### dataTextureFirstBand

#### dataTextureFirstBand: number


**Description:**

The texel index which contains the first band data in `glTexture` if it has been encoded. This is used internally.


> Source: [src/display/ColorRamp.js#L100](https://github.com/phaserjs/phaser/blob/v4.0.0/src/display/ColorRamp.js#L100)  
Since: 4.0.0


---

### dataTextureResolution

#### dataTextureResolution: Array.\<number>


**Description:**

The resolution of the data texture, if it has been encoded. This is used internally.


> Source: [src/display/ColorRamp.js#L123](https://github.com/phaserjs/phaser/blob/v4.0.0/src/display/ColorRamp.js#L123)  
Since: 4.0.0


---

### glTexture

#### glTexture: [Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper](https://phaser.io/oss/docs/api-documentation/4.0.0/class/renderer-webgl-wrappers-webgltexturewrapper.md)


**Description:**

The texture containing the ramp encoded for the GPU. This is used internally by effects such as the Gradient game object to read complex ramp data.


> Source: [src/display/ColorRamp.js#L88](https://github.com/phaserjs/phaser/blob/v4.0.0/src/display/ColorRamp.js#L88)  
Since: 4.0.0


---

### gpuEncode

#### gpuEncode: boolean


**Description:**

Whether to encode the ramp for shaders to use on the GPU. An encoded ramp is stored as a texture.


> Source: [src/display/ColorRamp.js#L65](https://github.com/phaserjs/phaser/blob/v4.0.0/src/display/ColorRamp.js#L65)  
Since: 4.0.0


---

### scene

#### scene: [Phaser.Scene](https://phaser.io/oss/docs/api-documentation/4.0.0/class/scene.md)


**Description:**

The scene where the ColorRamp was created.


> Source: [src/display/ColorRamp.js#L46](https://github.com/phaserjs/phaser/blob/v4.0.0/src/display/ColorRamp.js#L46)  
Since: 4.0.0


---

## Public Methods

### destroy

#### \<instance> destroy()


**Description:**

Destroy this ColorRamp. If it has a data texture, destroy it.


> Source: [src/display/ColorRamp.js#L497](https://github.com/phaserjs/phaser/blob/v4.0.0/src/display/ColorRamp.js#L497)  
Since: 4.0.0


---

### encode

#### \<instance> encode()


**Description:**

Encode a data texture from the color ramp bands.

This process runs automatically when `gpuEncode` is enabled and the bands are set or updated with `setBands`. If you modify the bands directly, you must call `encode` yourself.

The data is encoded in texels as follows:

Numbers are encoded in "RG.BA" form. The number equals R * 255 + G + B / 255 + A / 255 / 255.

- First 2 texels: start and end.

  - Start is the start of the first band.

  - End is the end of the last band.

- Next block of texels: binary symmetrical tree of band ranges,

  represented as the end value of the midpoint band.

- Final block of texels, starting at `dataTextureFirstBand`:

  the band data, in blocks of 3:

  - colorStart

  - colorEnd

  - colorSpace * 255 + interpolation + (middle / 2)

The binary symmetrical tree breaks the bands list in half with every node. It is intended to quickly find the band corresponding to a given progress along the ramp. For example, a ramp with 10 bands would store the ends in this order:

`[ 7, 3, 11, 1, 5, 9, 13, 0, 2, 4, 6, 8, 10, 12, 14 ]`

But because it doesn't have bands from index 10 and up, it's actually:

`[ 7, 3, 9, 1, 5, 9, 9, 0, 2, 4, 6, 8, 9, 9, 9 ]`

Note that, if you change the number of bands in the ramp, `dataTexture` may no longer have the correct resolution. It is not intended for display.


> Source: [src/display/ColorRamp.js#L191](https://github.com/phaserjs/phaser/blob/v4.0.0/src/display/ColorRamp.js#L191)  
Since: 4.0.0


---

### fixFit

#### \<instance> fixFit(start, end, purgeZeroLength, encode)


**Description:**

Fix the fit of bands within this ColorRamp.

This sets the start of each band to the end of the previous band, ensuring that there are no gaps.

Optionally, you can define start and end values to stretch the ramp to some specific range, e.g. 0-1.

By default, any band that is now 0 length will be removed.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| start | number | No | Override the start of the first band. |
| end | number | No | Override the end of the last band. |
| purgeZeroLength | boolean | No | Whether to discard bands that now have 0 size. |
| encode | boolean | No | Whether to reencode the data texture. |


**Returns:** [Phaser.Display.ColorRamp](https://phaser.io/oss/docs/api-documentation/4.0.0/class/display-colorramp.md) - - This ColorRamp instance.


> Source: [src/display/ColorRamp.js#L324](https://github.com/phaserjs/phaser/blob/v4.0.0/src/display/ColorRamp.js#L324)  
Since: 4.0.0


---

### getColor

#### \<instance> getColor(index)


**Description:**

Get the color value at the given index within this ramp.

If there is no band at that location, the color is transparent.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| index | number | No | Index of the color to get, from 0 (start) to 1 (end). |


**Returns:** [Phaser.Types.Display.ColorObject](https://phaser.io/oss/docs/api-documentation/4.0.0/typedef/types-display.md#ColorObject) - The color at that index.


> Source: [src/display/ColorRamp.js#L462](https://github.com/phaserjs/phaser/blob/v4.0.0/src/display/ColorRamp.js#L462)  



---

### setBands

#### \<instance> setBands(bands, [encode])


**Description:**

Set or replace the color bands in this ramp. Use this after creation to update the bands.

This will re-encode the data texture if `gpuEncode` is set and `encode` is not `false`.

**Parameters:**
| name | type | optional | default | description |
| ---- | ---- | -------- | ------- | ----------- |
| bands | [Phaser.Types.Display.ColorBandConfig](https://phaser.io/oss/docs/api-documentation/4.0.0/typedef/types-display.md#ColorBandConfig) \| [Phaser.Display.ColorBand](https://phaser.io/oss/docs/api-documentation/4.0.0/class/display-colorband.md) | Array.\<([Phaser.Types.Display.ColorBandConfig](https://phaser.io/oss/docs/api-documentation/4.0.0/typedef/types-display.md#ColorBandConfig) | [Phaser.Display.ColorBand](https://phaser.io/oss/docs/api-documentation/4.0.0/class/display-colorband.md))> | No |  | The bands to make up this ramp. This can be one entry or an array, and can be configs or existing instances. |
| encode | boolean | Yes | true | Whether to encode the new ramp data to a data texture for use in shaders. |


**Returns:** [Phaser.Display.ColorRamp](https://phaser.io/oss/docs/api-documentation/4.0.0/class/display-colorramp.md) - - This ColorRamp instance.


> Source: [src/display/ColorRamp.js#L137](https://github.com/phaserjs/phaser/blob/v4.0.0/src/display/ColorRamp.js#L137)  
Since: 4.0.0


---

### splitBand

#### \<instance> splitBand(band, steps, [quantize], [encode])


**Description:**

Split a band from this ramp into several bands, and insert them into the ramp.

You can choose whether to "quantize" the bands, where each of them has a flat color.

**Parameters:**
| name | type | optional | default | description |
| ---- | ---- | -------- | ------- | ----------- |
| band | number \| [Phaser.Display.ColorBand](https://phaser.io/oss/docs/api-documentation/4.0.0/class/display-colorband.md) | No |  | The band to split, either an index on this ramp or the band instance. The band must be on this ramp. |
| steps | number | No |  | The number of bands to create. |
| quantize | boolean | Yes | false | Whether to quantize the bands to a single color. |
| encode | boolean | Yes | true | Whether to rebuild the data texture. |


**Returns:** [Phaser.Display.ColorRamp](https://phaser.io/oss/docs/api-documentation/4.0.0/class/display-colorramp.md) - This ColorRamp instance.


> Source: [src/display/ColorRamp.js#L387](https://github.com/phaserjs/phaser/blob/v4.0.0/src/display/ColorRamp.js#L387)  
Since: 4.0.0


---

---

## For AI agents: Phaser AE

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- **Phaser AE in the browser** (https://phaser.io/agent): the game's design, and a crew of bots that make its art, sprites, music, sound effects, logos, title screens, game UI, textures, shaders, 3D models and video, then build, test and publish the game. Every tool there is registered with Web MCP (`document.modelContext`, with `window.phaserDesk` for browsers without it), so an agent in the user's browser can call the tools directly once the user is signed in. Tools that make something spend the user's credits.
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- **Expansion packs** (https://phaser.io/packs): 358 packs in 20 families (163 free, 195 Pro) that every game is built from, on the Phaser AE kernel (https://phaser.io/kernel).
- **Credits** (https://phaser.io/credits): what the desk's tools spend. Bought in packs, with no plan needed.
- **Pro** (https://phaser.io/pricing): $20 a month for every pack, 8,000 credits a month, new packs early, and bonus credits every time the user tops up (only Pro subscribers get them). Nobody needs a plan to start: credits can be bought as they're needed. Or Pro for 30 days for 8,000 credits, without subscribing. Teams, for studios, is on its way: https://phaser.io/contact?about=teams.
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Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
