What problem does it solve? Phaser 4 replaced the v3 FX system with a new filter pipeline, and developers need accurate guidance on enabling filters, choosing internal versus external filter lists, and migrating effects like bloom and masks that changed or were removed. ## Core Features & Use Cases - Filter Application: Add blur, glow, vignette, color matrix, displacement, barrel distortion, and 20+ built-in filters to game objects and cameras via FilterList factory methods. - Custom Effect Composition: Chain filters in sequence, build bloom with ParallelFilters (Threshold + Blur + ADD blend), and create masks from textures or game objects. - v3 to v4 Migration: Map legacy preFX/postFX calls to the new internal/external filter lists, including replacements for removed effects like Bloom and Circle. - Use Case: A developer wants a glowing enemy sprite and a screen-space vignette on the camera; this Skill provides the exact enableFilters() call, addGlow parameters, and camera filter code. ## Quick Start Ask the agent to add a glow filter to a sprite and a blur to the main camera in your Phaser 4 scene.