V4 New Features
Use this skill when learning about new features, game objects, components, and rendering capabilities added in Phaser 4. Covers Filters, RenderNodes, CaptureFrame, Gradient, Noise, SpriteGPULayer, TilemapGPULayer, Lighting component, RenderSteps, and new tint modes. Triggers on: new in v4, Phaser 4 features, RenderNode, SpriteGPULayer, CaptureFrame, Gradient game object, Noise game object, new tint modes. For migrating v3 code to v4, see the v3-to-v4-migration skill instead.
- Skill ID
- phaserjs/phaser/v4-new-features
- Publisher
- phaserjs
- Repository
- phaser
- Installs
- 0
- Files
- 2
- 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/v4-new-featuresInstalls these files- SKILL.md
- references/REFERENCE.md
What this skill tells the agent
Phaser 4 New Features
New features and capabilities in Phaser 4: Filters (replacing FX/BitmapMask), RenderNodes (replacing Pipelines), CaptureFrame, Gradient, Noise game objects, SpriteGPULayer, TilemapGPULayer, Lighting component, RenderSteps, and new tint modes.
Related skills: ../v3-to-v4-migration/SKILL.md, ../filters-and-postfx/SKILL.md, ../game-object-components/SKILL.md, ../tilemaps/SKILL.md
Migrating from v3? See the v3 to v4 Migration Guide for step-by-step code changes, removed APIs, and a migration checklist.
Overview: What Changed in v4
Phaser 4 is a complete overhaul of the WebGL rendering engine. The v3 renderer let each subsystem manage WebGL state independently, causing conflicts (e.g. certain FX breaking Masks). v4 centralizes WebGL state management through a RenderNode graph, where each node handles exactly one rendering task.
Key Removals
| v3 Feature | v4 Replacement |
|---|---|
Pipeline | RenderNode (per-task rendering nodes) |
FX (preFX / postFX) | Filters (filters.internal / filters.external) |
BitmapMask | FilterMask (via filters system) |
GeometryMask (WebGL) | FilterMask (Canvas still uses GeometryMask) |
| Derived FX: Bloom, Circle, Gradient, Shine | Actions (AddEffectBloom, AddEffectShine, AddMaskShape) or GameObjects |
Mesh and Plane | Removed (proper 3D planned for future) |
Point | Use Vector2 instead |
Key Additions
- New GameObjects:
CaptureFrame,Gradient,Noise,NoiseCell2D/3D/4D,NoiseSimplex2D/3D,SpriteGPULayer,Stamp,TilemapGPULayer - New Components:
Lighting,RenderSteps,RenderNodes - New Tint Modes:
MULTIPLY,FILL,ADD,SCREEN,OVERLAY,HARD_LIGHT - New Filters: Blend, Blocky, CombineColorMatrix, GradientMap, ImageLight, Key, Mask, NormalTools, PanoramaBlur, ParallelFilters, Quantize, Sampler, Threshold
- GL Orientation: v4 uses standard GL orientation (Y=0 at bottom for textures)
Filters System (Replacing FX and BitmapMask)
Full reference: filters-and-postfx.mdFilters unify the v3 FX and Mask systems. Every filter takes an input image and produces an output image via a shader pass. Filters can be applied to any game object or camera -- v3 had restrictions on which objects supported FX.
// v3 approach (FX):
sprite.preFX.addGlow(0xff00ff, 4);
sprite.postFX.addBlur(0, 2, 2, 1);
// v4 approach (Filters):
sprite.enableFilters();
sprite.filters.internal.addGlow(0xff00ff, 4, 0, 1);
sprite.filters.external.addBlur(0, 2, 2, 1);
// v3 approach (BitmapMask):
const mask = new Phaser.Display.Masks.BitmapMask(scene, maskImage);
sprite.setMask(mask);
// v4 approach (FilterMask):
sprite.enableFilters();
sprite.filters.internal.addMask(maskImage);Internal vs External: Internal filters run before the camera transform (object-local space, cheaper). External filters run after (screen space, full-resolution).
RenderNodes (Replacing Pipelines)
In v3, a Pipeline was a rendering system that often handled multiple responsibilities. In v4, each RenderNode handles a single rendering task via its run() method. Some nodes also have a batch() method to accumulate state before drawing.
Architecture
The RenderNodeManager (on the WebGL renderer) owns all render nodes. Game objects reference nodes through role-based maps.
// RenderNode roles on a game object:
// - 'Submitter': runs other node roles for each element
// - 'Transformer': provides vertex coordinates
// - 'Texturer': handles textures
// GameObjects have default and custom render node maps:
gameObject.defaultRenderNodes // built-in nodes per role
gameObject.customRenderNodes // overrides per role
gameObject.renderNodeData // data keyed by node nameSetting Custom RenderNodes
// Override a specific render role:
gameObject.setRenderNodeRole('Submitter', 'MyCustomSubmitter');
// Pass data to a render node:
gameObject.setRenderNodeRole('Transformer', 'MyTransformer', {
customProperty: 42
});
// Remove a custom node (falls back to default):
gameObject.setRenderNodeRole('Submitter', null);Built-in RenderNode Types
Batch Handlers (accumulate and draw multiple objects per draw call):
BatchHandlerQuad-- standard quad batching (Image, Sprite, BitmapText, etc.)BatchHandlerQuadSingle-- single-quad variantBatchHandlerTileSprite-- TileSprite batchingBatchHandlerTriFlat-- flat triangle batching (Graphics, Shape)BatchHandlerPointLight-- point light batchingBatchHandlerStrip-- triangle strip batching
Submitters (coordinate rendering per object type):
SubmitterQuad,SubmitterTile,SubmitterTileSpriteSubmitterSpriteGPULayer,SubmitterTilemapGPULayer
Transformers (compute vertex positions):
TransformerImage,TransformerStamp,TransformerTile,TransformerTileSprite
Texturers (manage texture binding):
TexturerImage,TexturerTileSprite
Filters (post-processing -- see filters-and-postfx.md):
BaseFilter,BaseFilterShaderFilterBarrel,FilterBlend,FilterBlocky,FilterBlur(Low/Med/High variants)FilterBokeh,FilterColorMatrix,FilterCombineColorMatrixFilterDisplacement,FilterGlow,FilterGradientMap,FilterImageLightFilterKey,FilterMask,FilterNormalTools,FilterPanoramaBlurFilterParallelFilters,FilterPixelate,FilterQuantizeFilterSampler,FilterShadow,FilterThreshold,FilterVignette,FilterWipe
Other:
Camera,FillCamera,FillRect,FillPath,FillTriDrawLine,StrokePath,ShaderQuadListCompositor,RebindContext,YieldContextDynamicTextureHandler
Extending: Custom RenderNodes
// Register a custom node constructor:
renderer.renderNodes.addNodeConstructor('MyNode', MyNodeClass);
// Or add a pre-built node instance:
renderer.renderNodes.addNode('MyNode', myNodeInstance);New Game Objects
CaptureFrame
Captures the current framebuffer contents to a texture at the point in the display list where it sits. Does not render anything itself. WebGL only.
// Everything above this in the display list gets captured:
const image1 = this.add.image(400, 300, 'background');
// Enable framebuffer usage on the camera:
this.cameras.main.setForceComposite(true);
// Create the capture point:
const capture = this.add.captureFrame('myCapturedTexture');
// Use the captured texture on another object:
const overlay = this.add.image(400, 300, 'myCapturedTexture');
// Add filters to the overlay to distort the captured sceneKey details:
- Requires
camera.setForceComposite(true)or a framebuffer context (Filters, DynamicTexture, camera with partial alpha) - Inside a Container with filters, captures only that Container's contents
- Setting
visible = falsestops capturing - Components: BlendMode, Depth, RenderNodes, Visible
Source: src/gameobjects/captureframe/CaptureFrame.js
Gradient
Displays GPU-rendered color gradients. Extends Shader. Supports linear, radial, and other shape modes with configurable ColorRamp containing ColorBand objects.
// Simple linear gradient:
const grad = this.add.gradient(undefined, 100, 100, 200, 200);
// Complex radial gradient with multiple color bands:
const halo = this.add.gradient({
bands: [
{ start: 0.5, end: 0.6, colorStart: [0.5, 0.5, 1, 0], colorEnd: 0xffffff, colorSpace: 1, interpolation: 4 },
{ start: 0.6, end: 1, colorStart: 0xffffff, colorEnd: [1, 0.5, 0.5, 0], colorSpace: 1, interpolation: 3 }
],
dither: true,
repeatMode: 1,
shapeMode: 2, // radial
start: { x: 0.5, y: 0.5 },
shape: { x: 0.5, y: 0.0 }
}, 400, 300, 800, 800);
// Animate:
halo.offset = 0.1 * (1 + Math.sin(time / 1000));Key details:
More from phaserjs
Use this skill in a project
Open any RiverX project, search the Skills panel for phaserjs/phaser/v4-new-features, and install it in one click.
