filters-and-postfx

Integrate GPU-based post-processing filters for Phaser 4 game objects and cameras.

Updated Apr 25, 2026
One-click install
npx skills add https://github.com/dzyamik/furry-match3 --skill filters-and-postfx-dzyamik
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: filters-and-postfx
Source: https://github.com/dzyamik/furry-match3/tree/main/.claude/skills/filters-and-postfx
Command: npx skills add https://github.com/dzyamik/furry-match3 --skill filters-and-postfx-dzyamik

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Streamlines adding GPU-based post-processing filters in Phaser 4 games, enabling effects like bloom, blur, glow, color matrix, distortion, displacement, and custom shaders without boilerplate.

Core Features & Use Cases

  • Manage internal vs external filters for objects and cameras.
  • Apply a wide range of built-in effects (Glow, Blur, Vignette, Mask, ColorMatrix, Displacement, etc.) and compose multi-pass pipelines.
  • Build complex visual pipelines (e.g., ParallelFilters) for advanced post-processing in real-time.

Quick Start

Enable filters on a sprite, then add a glow and a blur using the internal filter list.

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 filters to game objects and cameras in Phaser 4?

Post-processing filters in Phaser 4 are added by enabling them on a target and then populating its internal filter list. This orchestrates GPU-based effects directly on game objects and cameras without manual boilerplate.

Can I compose multi-pass visual pipelines with bloom, blur, and glow effects?

Yes, you can compose multi-pass visual pipelines using built-in Phaser 4 effects like bloom, blur, glow, and color matrix. The system supports combining these filters to achieve advanced real-time post-processing.

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

Internal filters in Phaser 4 apply directly to an object's own texture, while external filters process the rendered output. Managing both types allows precise control over visual effects across different rendering stages.

Does this approach support custom shaders and displacement effects for real-time rendering?

Yes, the filter pipeline supports custom shaders, displacement, and distortion effects. It orchestrates these GPU-based post-processing operations on both objects and cameras for real-time visual manipulation.

How do I apply a color matrix and vignette to a sprite without writing shader boilerplate?

You can apply a color matrix and vignette to a sprite by enabling filters and adding them to the internal filter list. This streamlines the addition of built-in post-FX without writing manual shader boilerplate.