---
title: "Wood texture"
package: "@phaser-ae/ui-texture-wood"
tier: Free
version: 3.0.0-1
released: 2026-10-18
updated: 2026-10-19
description: "A tiling wood-planks texture, generated in grey at startup, for ui panels, buttons and sprites, with seams, grain, fibres and knots that any colour stains."
url: https://phaser.io/packs/ui-texture-wood
site: Phaser - https://phaser.io
---

# Wood texture

Painted planks with seams, wavering grain, fibres and knots, 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 stains it, and nothing is downloaded.

## What it does

The pack paints one picture, `ui-texture-wood`, when it attaches. It cuts the tile into planks, each its own tone, with
a seam and a lit lip at the top of each board, a shadow along its bottom and an end joint where it butts against the
next. Long grain of uneven weight wavers along the boards, with fine grain and fibres between, and a few knots gather
the grain round a darker heart. 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 a blue fill is blue-stained timber and a brown one is oak. A `ui` style
names it with `texture: 'wood'`, and a sprite can use the picture directly.

## Features

- **Planks and seams** — boards with lit lips, shadows and end joints, or run together with no seam.
- **Grain and knots** — heavy and fine grain, fibres, and knots that bend the grain round them.
- **Tiling and grey** — repeats both ways with no join, and takes any stain from the style.
- **Generated, not downloaded** — painted once at startup; `woodTexture()` gives the same RGBA bytes for tools and
  tests.

## Good for

- **Wooden panels, signs and buttons** in farm and village games.
- **Pirate, medieval and adventure games**, for wooden menus and signs.
- **A casual UI kit's cartoon blue wood**, under a blue fill.
- **Sprites and backgrounds** that need planks.

## Make it yours

The options are `name` (the picture is `ui-texture-<name>`), `size` (the tile's side, 256 px), `planks` (across one
tile, 3), `grain` (0 to 1, 0.7), `knots` (per tile, 2), `seam` (px, 3; 0 runs the planks together) and `seed`, which
changes the boards but not their kind. A style then sets `textureScale`, `textureStrength`, `textureAngle`,
`textureMode` and `textureOn`. Three seamed planks under brown make an oak sign; one board (`planks: 1`, `seam: 0`,
`knots: 0`) with light grain, turned with `textureAngle`, makes a smooth painted panel.

## A quick look

```ts
// manifest: … ui, ui-texture-wood
game.ui.panel({ w: 320, h: 200, style: { fill: '#3d8fe0', texture: 'wood', textureScale: 160, border: 4, borderColor: '#1d4f8f', textureOn: 'all' } });
game.spawn({ texture: 'ui-texture-wood', width: 128, height: 128 });   // or as a sprite
```

## Works with

- `ui` — reads it through a style's texture field.
- `ui-skin-timber` — a whole painted-wood skin over this grain, which requires it.
- `ui-skin-wood` — wooden buttons with a drawn grain, when no texture is wanted.
- `ui-texture-paper` and `ui-texture-stone` — the other generated textures.

## Good to know

- One texture per pack; for a second cut in the same game, paint `woodTexture()`'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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