---
title: "Quantize"
docs: "Phaser v4.1.0"
url: https://phaser.io/oss/docs/api-documentation/class/filters-quantize
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.

# Quantize

The Quantize Filter Controller.

This controller manages the Quantize effect on a Camera.

Quantization reduces the unique number of colors in an image, based on some limited number of steps per color channel. This is good for creating a retro or stylized effect.

Basic quantization breaks each channel up into a number of `steps`. These steps are normally regular. You can bias them towards the top or bottom by changing that channel's `gamma` value. You can adjust the lowest step, thus all subsequent steps, with the `offset`.

Quantization is done in either RGBA or HSVA space. The steps, gamma, and offset always apply in the same order, but depending on color mode, they are either applied to `[ red, green, blue, alpha ]` or `[ hue, saturation, value, alpha ]`.

The output may optionally be dithered, to eliminate banding and create the illusion that there are many more colors in use.

**Constructor**

`new Quantize(camera, [config])`

**Parameters**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| camera | [Phaser.Cameras.Scene2D.Camera](https://phaser.io/oss/docs/api-documentation/class/cameras-scene2d-camera.md) | No | The camera that owns this filter. |
| config | [Phaser.Types.Filters.QuantizeConfig](https://phaser.io/oss/docs/api-documentation/typedef/types-filters.md#QuantizeConfig) | Yes | The configuration object for the Quantize effect. |

---


**Scope**: static


**Extends**

> [Phaser.Filters.Controller](https://phaser.io/oss/docs/api-documentation/class/filters-controller.md)  



> Source: [src/filters/Quantize.js#L10](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Quantize.js#L10)  
Since: 4.0.0

## Inherited Members


**From [Phaser.Filters.Controller](https://phaser.io/oss/docs/api-documentation/class/filters-controller.md):**


 - [active](https://phaser.io/oss/docs/api-documentation/class/filters-controller.md#active)
 - [allowBaseDraw](https://phaser.io/oss/docs/api-documentation/class/filters-controller.md#allowbasedraw)
 - [camera](https://phaser.io/oss/docs/api-documentation/class/filters-controller.md#camera)
 - [currentPadding](https://phaser.io/oss/docs/api-documentation/class/filters-controller.md#currentpadding)
 - [ignoreDestroy](https://phaser.io/oss/docs/api-documentation/class/filters-controller.md#ignoredestroy)
 - [paddingOverride](https://phaser.io/oss/docs/api-documentation/class/filters-controller.md#paddingoverride)
 - [renderNode](https://phaser.io/oss/docs/api-documentation/class/filters-controller.md#rendernode)




---

## Public Members

### dither

#### dither: boolean


**Description:**

Whether to apply dither to the quantization, creating a smoother output with the reduced colors.


> Source: [src/filters/Quantize.js#L142](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Quantize.js#L142)  
Since: 4.0.0


---

### gamma

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


**Description:**

Gamma curve applied to the input channels. This can help prioritize nuances in dark or light areas.

In RGBA mode, the RGB channels can be treated the same. In HSVA mode, you probably want to apply gamma to just the value and saturation channels.


> Source: [src/filters/Quantize.js#L86](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Quantize.js#L86)  
Since: 4.0.0


---

### mode

#### mode: number


**Description:**

The color space to use. 0 is RGBA, 1 is HSVA. Use HSVA to control many hues with fewer levels of lightness/saturation.

When the mode changes to HSVA, `steps`, `gamma`, and `offset` now apply to the hue, saturation, value, and alpha channels. They are otherwise unchanged.


> Source: [src/filters/Quantize.js#L126](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Quantize.js#L126)  
Since: 4.0.0


---

### offset

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


**Description:**

Offset to apply to the channels during quantization. This mainly exists to slide the hue angle for HSVA quantization.


> Source: [src/filters/Quantize.js#L108](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Quantize.js#L108)  
Since: 4.0.0


---

### steps

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


**Description:**

How many steps to divide each channel into.

It's often useful to drop the last place to 1, because it's alpha in both RGBA and HSVA, and alpha is often either on or off.

In RGBA mode, the first 3 channels (RGB) should probably be the same, unless there's a stylistic need. In HSVA mode, the first channel (H) should probably have many divisions to distinguish different hues, while the second and third channels (SV) may need fewer steps.


> Source: [src/filters/Quantize.js#L59](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Quantize.js#L59)  
Since: 4.0.0


---

## Inherited Methods


**From [Phaser.Filters.Controller](https://phaser.io/oss/docs/api-documentation/class/filters-controller.md):**


 - [destroy](https://phaser.io/oss/docs/api-documentation/class/filters-controller.md#destroy)
 - [getPadding](https://phaser.io/oss/docs/api-documentation/class/filters-controller.md#getpadding)
 - [getPaddingCeil](https://phaser.io/oss/docs/api-documentation/class/filters-controller.md#getpaddingceil)
 - [setActive](https://phaser.io/oss/docs/api-documentation/class/filters-controller.md#setactive)
 - [setPaddingOverride](https://phaser.io/oss/docs/api-documentation/class/filters-controller.md#setpaddingoverride)




---

---

## 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.
- **The CLI** (https://phaser.io/cli): `npx -y @phaser-ae/cli` builds the game on the user's own machine with their own coding agent (Claude Code, Codex, Cursor and others). In a game's folder every command is an npm script.
- **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.
- **An account**: sign in with Google, GitHub or Microsoft at https://phaser.io/login. Games made on any plan can be published and sold.

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`.
