Skip to content
Frontend
Skill

/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.

From plugin
phaser
41k28 skills

Claude Code

$ npx -y skills add phaserjs/phaser --skill filters-and-postfx --agent claude-code

SKILL.md

filters-and-postfx.SKILL.md
name: filters-and-postfx
description: "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."

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:

1. Objects render to a texture the size of the camera. 2. **Internal filters** process that texture, applying effects in object/camera local space. 3. The texture is drawn to a context-sized texture, applying camera transformations (position, rotation, zoom). 4. **External filters** process that context texture, applying effects in screen space. 5. 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 index
  • `remove(filter, forceDestroy)` -- remove and destroy a filter
  • `clear()` -- remove and destroy all filters
  • `getActive()` -- return all filters where `active === true`
  • `list` -- 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.ad
Read more
@phaserjs
Ships withphaser

Phaser is a fast, free, and fun open source HTML5 game framework that offers WebGL and Canvas rendering across desktop and mobile web browsers and has been actively developed for over 13 years.

Stars on GitHub

Momentum

stars in total
40.7k
Star history of phaserjs/phaser on GitHub, a chart by star-history.com

Other skills on phaser.

actions-and-utilities

actions-and-utilities

Use this skill when working with Phaser 4 utility functions, actions, alignment, grid layout, or batch operations on game…

@phaserjs@phaserjsInstall Skill
animations

animations

Use this skill when creating or controlling sprite animations in Phaser 4. Covers spritesheets, atlases, AnimationManager,…

@phaserjs@phaserjsInstall Skill
audio-and-sound

audio-and-sound

Use this skill when adding audio or sound to a Phaser 4 game. Covers loading audio, playing sounds, music, volume, spatial audio,…

@phaserjs@phaserjsInstall Skill
cameras

cameras

Use this skill when working with cameras in Phaser 4. Covers camera effects (shake, fade, flash, pan, zoom), following sprites,…

@phaserjs@phaserjsInstall Skill
curves-and-paths

curves-and-paths

Use this skill when working with curves and paths in Phaser 4. Covers splines, bezier curves, lines, ellipses, path followers,…

@phaserjs@phaserjsInstall Skill
data-manager

data-manager

Use this skill when using the Phaser 4 DataManager to store custom key-value data on game objects, listen for data change events,…

@phaserjs@phaserjsInstall Skill

More skills from other plugins.

next-bundle-optimizer
Auto-invoked

next-bundle-optimizer

Audit and reduce Next.js browser initial-load work. Use for slow route startup, oversized client bundles, duplicate browser…

nextjs5d143k
@vercel@vercelInstall Skill
migrate-radix-to-base

migrate-radix-to-base

Migrates React projects and components from Radix UI to Base UI. Use when asked to migrate from radix, move to base-ui, convert…

ui2w127k
@shadcn-ui@shadcn-uiInstall Skill
chrome-release-cls

chrome-release-cls

Given a Chrome Releases blog post URL (chromereleases.googleblog.com), extract every CVE/bug and find the underlying Gerrit CL…

electron5d124k
@electron@electronInstall Skill
taste-skill
Auto-invoked

taste-skill

tasteskill v2, the anti-slop frontend skill. Art direction for websites, distilled from a study of 247 curated gallery sites (One…

Questions about filters-and-postfx.

Which coding agents can use filters-and-postfx?
filters-and-postfx installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.