filters-and-postfx

Apply GPU-based visual filters and post-processing effects in Phaser 4 scenes.

Updated Apr 22, 2026
One-click install
npx skills add https://github.com/arnaudruffin/dvx-phaser-game --skill filters-and-postfx-arnaudruffin
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: filters-and-postfx
Source: https://github.com/arnaudruffin/dvx-phaser-game/tree/main/.agents/skills/filters-and-postfx
Command: npx skills add https://github.com/arnaudruffin/dvx-phaser-game --skill filters-and-postfx-arnaudruffin

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Visual effects and post-processing in Phaser 4 can be complex to manage across scenes and cameras; this skill provides a structured approach to applying GPU-based filters like bloom, blur, glow, color matrices, and custom shaders with clear separation between object-local (internal) and screen-space (external) filters.

Core Features & Use Cases

  • Centralized management of Phaser 4 filter pipeline, including internal vs external filters on game objects and cameras.
  • Supported filters: glow, blur, color matrix, displacement, and custom shaders, with practical examples for real-time rendering enhancements.
  • Use Case: Add a glow to enemies, blur the scene for depth, or apply color grading to achieve a cinematic look.

Quick Start

Blur the main scene for a moody look and apply a glow to a sprite in a single scene.

Frequently Asked Questions about filters-and-postfx

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add post-processing effects like bloom and glow in Phaser 4?

Post-processing effects in Phaser 4 are added by enabling filters on game objects or cameras and using FilterList factory methods to configure GPU-based controllers for bloom, glow, and blur. Effects are applied in real-time to enhance scene rendering.

What is the difference between internal and external filters in Phaser 4?

Internal filters in Phaser 4 are object-local, applying visual effects directly to individual game objects. External filters are screen-space, applying post-processing effects to entire cameras or scenes for broader visual enhancements like depth blur or cinematic color grading.

Can I apply custom shaders and color matrices to Phaser 4 game objects?

Yes, you can apply custom shaders and color matrices to Phaser 4 game objects. The filter pipeline supports GPU-based color matrix manipulation and custom shader integration to achieve complex real-time rendering effects and color grading.

How do I blur a scene and apply a glow to a sprite simultaneously in Phaser 4?

To blur a scene and apply a glow to a sprite simultaneously, enable filters on the main camera for screen-space blur and use object-local internal filters on the sprite to add the glow effect within the same Phaser 4 scene.

Does Phaser 4 support displacement filters for real-time rendering?

Yes, Phaser 4 supports displacement filters for real-time rendering. You can configure displacement alongside bloom, blur, glow, and custom shaders using the FilterList factory methods to dynamically alter visual pixel positions.

When should I use camera filters versus object-local filters in Phaser 4?

Use camera filters in Phaser 4 for screen-space external post-processing like cinematic color grading or scene-wide depth blur. Use object-local internal filters when you need to isolate visual effects like glow or displacement to specific game objects.