---
title: "Graveyard stone texture"
package: "@phaser-ae/ui-texture-stone"
tier: Free
version: 3.0.0-1
released: 2026-10-18
updated: 2026-10-19
description: "A tiling weathered-stone texture, generated in grey at startup, for ui panels, buttons and sprites, with slabs in sunken mortar, bevelled, rough and cracked."
url: https://phaser.io/packs/ui-texture-stone
site: Phaser - https://phaser.io
---

# Graveyard stone texture

Weathered slabs in sunken mortar, bevelled, rough and cracked, as a tiling texture for `ui` panels and buttons or any
sprite. It is painted in grey when the game starts, so the style's colour makes it a crypt wall, a tombstone or a
castle, and nothing is downloaded.

## What it does

The pack paints one picture, `ui-texture-stone`, when it attaches. It lays out irregular slabs, one per cell, each in
its own tone and worn rough, with a bevel that lights its upper edge and shades its lower one, cracks that grow with the
weathering, and dark mortar sunk between them. The tile wraps both ways with no visible join, and it is grey around a
mid tone, so under the `ui` pack's default `'overlay'` mode the fill colour tints it. A `ui` style names it with
`texture: 'stone'`, and a sprite can use the picture directly. A game carries it only when it composes the pack.

## Features

- **Slabs in mortar** — irregular stones, each its own tone, with sunken joints between.
- **Bevels and cracks** — lit upper edges, shaded lower ones, and cracks where it is worn.
- **Tiling and grey** — repeats both ways with no join, and takes any colour from the style.
- **Generated, not downloaded** — painted once at startup; `stoneTexture()` gives the same RGBA bytes for tools and
  tests.

## Good for

- **Halloween and graveyard skins**, with tombstone signs and haunted menus.
- **Crypts and dungeons** in RPGs and dungeon crawlers.
- **Castles**, for stone menus and signs.
- **Sprites and backgrounds** that need a stone wall.

## Make it yours

The options are `name` (the picture is `ui-texture-<name>`), `size` (the tile's side, 256 px), `stones` (slabs across
one tile, 4), `mortar` (the joint's width, 4 px), `weathering` (0 to 1, 0.5) and `seed`, which changes the slabs but
not their kind. A style then sets `textureScale`, `textureStrength`, `textureAngle`, `textureMode` and `textureOn`. With
`stones: 2` and little weathering under warm grey it is a castle's big, clean slabs; with `stones: 8` and heavy
weathering under green-grey it is a crumbling crypt.

## A quick look

```ts
// manifest: … ui, ui-texture-stone
game.ui.panel({ w: 320, h: 200, style: { fill: '#6f7a72', texture: 'stone', textureScale: 200, border: 4, borderColor: '#2a302c' } });
game.spawn({ texture: 'ui-texture-stone', width: 128, height: 128 });   // or as a sprite
```

## Works with

- `ui` — reads it through a style's texture field.
- `ui-texture-wood` and `ui-texture-paper` — the other generated textures, for planks and paper.

## Good to know

- One texture per pack; for a second cut in the same game, paint `stoneTexture()`'s bytes under another name yourself.
- It is generated on the main thread: a few tens of milliseconds at 256 px, four times that at 512.
- It is grey only, so under `textureMode: 'image'` it shows as grey.
- The atlas has no mipmaps, so keep `textureScale` near the texture's size or it shimmers in motion. Headless, the
  picture stays blank.

---

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