Filters And Postfx
Use this skill when applying visual filters or post-processing effects in Phaser 4. Covers bloom, blur, glow, color matrix, barrel distortion, displacement, custom shaders, and the filter pipeline. Triggers on: filter, post-processing, shader, bloom, blur, glow, color effects.
- Skill ID
- phaserjs/phaser/filters-and-postfx
- Publisher
- phaserjs
- Repository
- phaser
- Installs
- 0
- Files
- 1
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
phaserjs/phaser/filters-and-postfxInstalls these files- SKILL.md
What this skill tells the agent
Phaser 4 Filters and Post-FX
Quick Start
Add a glow effect to a sprite:
// In your Scene's create() method:
const sprite = this.add.sprite(400, 300, 'player');
// Step 1: Enable the filter system on the game object (WebGL only)
sprite.enableFilters();
// Step 2: Add filters via .filters.internal or .filters.external
sprite.filters.internal.addGlow(0xff00ff, 4, 0, 1);Add a blur to the camera:
// Cameras have filters enabled by default - no enableFilters() needed
const camera = this.cameras.main;
camera.filters.internal.addBlur(0, 2, 2, 1);Core Concepts
How Filters Work in v4
Filters are GPU-based post-processing effects applied after an object or camera renders to a texture. Each filter runs a shader pass over that texture, producing the final visual output. Filters are WebGL only.
The rendering pipeline for a camera with filters:
- Objects render to a texture the size of the camera.
- Internal filters process that texture, applying effects in object/camera local space.
- The texture is drawn to a context-sized texture, applying camera transformations (position, rotation, zoom).
- External filters process that context texture, applying effects in screen space.
- The final texture is composited into the output.
Internal vs External Filters
Every FilterList exposes two sub-lists: filters.internal and filters.external. The distinction controls when the filter runs relative to the camera/object transform:
- Internal -- applied before the camera transform. Effects operate in the object's local coordinate space. A horizontal blur on a rotated object appears rotated with the object. Internal filters only cover the object/camera region, so they are cheaper.
- External -- applied after the camera transform. Effects operate in screen space. A horizontal blur on a rotated object always blurs horizontally on screen. External filters are full-screen and more expensive.
Use internal filters wherever possible for better performance.
FilterList
FilterList (Phaser.GameObjects.Components.FilterList) is the container that holds filter controllers. It provides:
add(filter, index)-- add a Controller instance at an optional indexremove(filter, forceDestroy)-- remove and destroy a filterclear()-- remove and destroy all filtersgetActive()-- return all filters whereactive === truelist-- the raw array of Controllers (safe to reorder)- Convenience factory methods:
addBlur(),addGlow(),addMask(), etc.
Filter Controllers
Every filter is a Phaser.Filters.Controller subclass. Common Controller properties:
| Property | Type | Description |
|---|---|---|
active | boolean | Toggle the filter on/off without removing it |
camera | Camera | The camera that owns this filter |
renderNode | string | The render node ID for the shader |
paddingOverride | Rectangle | Override automatic padding calculation |
ignoreDestroy | boolean | If true, the filter survives when its FilterList is destroyed (for reuse) |
Key methods: setActive(bool), setPaddingOverride(left, top, right, bottom), getPadding(), destroy().
Enabling Filters on Game Objects
Cameras have filters available by default. Game objects do not -- you must call enableFilters() first:
const sprite = this.add.sprite(400, 300, 'hero');
sprite.enableFilters();
// Now sprite.filters is available
sprite.filters.internal.addGlow();
sprite.filters.external.addVignette();enableFilters() creates an internal filterCamera on the game object that handles rendering the object to a texture for filter processing. It returns this for chaining.
Related properties on game objects after enabling:
| Property | Default | Description |
|---|---|---|
filterCamera | null -> Camera | The internal camera used for filter rendering |
filters | null -> {internal, external} | Access to the FilterList pair |
renderFilters | true | Master toggle for all filter rendering |
filtersAutoFocus | true | Auto-adjust camera to follow the object |
filtersFocusContext | false | Focus on the rendering context instead of the object bounds |
filtersForceComposite | false | Always draw to a framebuffer even with no active filters |
maxFilterSize | null -> Vector2 | Maximum texture size for filter framebuffers |
Use willRenderFilters() to check if any active filters will actually render.
Common Patterns
Adding Filters to Game Objects
const sprite = this.add.sprite(400, 300, 'enemy');
sprite.enableFilters();
// Add a glow
const glow = sprite.filters.internal.addGlow(0x00ff00, 4);
// Modify at runtime
glow.outerStrength = 8;
glow.color = 0xff0000;
// Temporarily disable
glow.setActive(false);
// Remove and destroy
sprite.filters.internal.remove(glow);Camera Filters
const camera = this.cameras.main;
// Internal: effect in camera-local space
const blur = camera.filters.internal.addBlur(0, 2, 2, 1);
// External: effect in screen space
const vignette = camera.filters.external.addVignette(0.5, 0.5, 0.5, 0.5);
// Color grading via ColorMatrix
const cm = camera.filters.internal.addColorMatrix();
cm.colorMatrix.sepia();Chaining Multiple Filters
Filters execute in list order. Each filter receives the output of the previous one:
const cam = this.cameras.main;
// First: apply color grading
const cm = cam.filters.internal.addColorMatrix();
cm.colorMatrix.brightness(0.2);
// Second: apply blur to the color-graded result
cam.filters.internal.addBlur(1, 2, 2, 1);
// Third: add a vignette on top
cam.filters.external.addVignette(0.5, 0.5, 0.5, 0.8);Masks via Filters
Masks in v4 are implemented as filters. They use the alpha channel of a texture or game object to control visibility:
// Mask with a static texture
sprite.enableFilters();
sprite.filters.internal.addMask('maskTexture');
// Mask with a game object (renders to DynamicTexture automatically)
const maskShape = this.add.circle(0, 0, 100, 0xffffff);
sprite.enableFilters();
const mask = sprite.filters.internal.addMask(maskShape);
// Invert the mask
mask.invert = true;
// Control auto-updating for game object masks
mask.autoUpdate = true; // default: re-renders each frame
mask.needsUpdate = true; // force a one-time update
// Use a specific camera for viewing the mask object
sprite.filters.external.addMask(maskShape, false, this.cameras.main);Internal masks match the object being filtered. External masks match the camera context. Use a viewCamera parameter to control which camera renders the mask game object.
Wipe / Reveal Transitions
const camera = this.cameras.main;
const wipe = camera.filters.external.addWipe(0.1, 0, 0);
// Animate via tween
this.tweens.add({
targets: wipe,
progress: 1,
duration: 2000,
ease: 'Linear'
});
// Direction helpers
wipe.setLeftToRight();
wipe.setTopToBottom();
wipe.setRevealEffect(); // reveal mode
wipe.setWipeEffect(); // wipe mode
// Wipe to another texture (for scene transitions)
wipe.setTexture('nextSceneCapture');ParallelFilters (Custom Bloom and Compositing)
ParallelFilters splits the input into two paths, processes each independently, then blends the results. This replaces the dedicated Bloom filter from v3:
const camera = this.cameras.main;
const pf = camera.filters.internal.addParallelFilters();
// Top path: threshold bright areas, then blur them
pf.top.addThreshold(0.5, 1);
pf.top.addBlur();
// Configure the blend (how top combines onto bottom)
pf.blend.blendMode = Phaser.BlendModes.ADD;
pf.blend.amount = 0.5;
// Bottom path: left empty = uses original inputCaptureFrame for Scene-Level Effects
CaptureFrame captures the current render state at the point it appears in the display list. Objects rendered before it are captured; objects after it are not:
// Requires composite mode on the cameraMore from phaserjs
Use this skill in a project
Open any RiverX project, search the Skills panel for phaserjs/phaser/filters-and-postfx, and install it in one click.
