filters-and-postfx

Apply Phaser 4 post-processing filters to scenes and game objects.

Updated Apr 13, 2026
One-click install
npx skills add https://github.com/jallard-007/jallard-ca-server --skill filters-and-postfx-jallard-007
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: filters-and-postfx
Source: https://github.com/jallard-007/jallard-ca-server/tree/main/.github/skills/filters-and-postfx
Command: npx skills add https://github.com/jallard-007/jallard-ca-server --skill filters-and-postfx-jallard-007

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Phaser 4 projects often struggle to implement performant, flexible post-processing and filters that work consistently across objects and cameras. This skill centralizes filter management and provides a clear guide to internal vs external filters, supported effects like glow, blur, and color adjustments, and practical usage patterns to improve visual fidelity.

Core Features & Use Cases

  • Centralized API for adding and chaining filters on sprites and cameras
  • Clear guidance on internal vs external filters with performance considerations
  • Real-world patterns for combining multiple effects (glow + blur + color matrix) in sequences

Quick Start

Enable filters on a game object and apply a glow or blur effect to demonstrate a post-processing workflow.

Frequently Asked Questions about filters-and-postfx

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

FAQPage Schema
How do I apply post-processing filters to game objects in Phaser 4?

To apply post-processing filters in Phaser 4, enable WebGL and activate filters on the specific game object. You can then use the FilterList and Controller components to add effects like glow, blur, and color matrix adjustments for enhanced rendering.

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

Internal filters in Phaser 4 apply effects directly to individual game objects within their local context, while external filters operate in screen-space on cameras. Choosing between them affects rendering performance and how you chain visual effects like glow and blur.

Can I chain multiple visual effects like glow and blur on a single Phaser 4 sprite?

Yes, you can chain multiple visual effects like glow, blur, and color matrix on a single Phaser 4 sprite. The FilterList component manages these sequences to ensure predictable and performant rendering across object-local contexts.

Does Phaser 4 post-processing require WebGL to function properly?

Yes, Phaser 4 post-processing strictly enforces WebGL usage. This requirement ensures that visual filters and effects like glow, blur, and color matrix adjustments perform predictably and render correctly on targeted scenes and game objects.

Why are my Phaser 4 visual filters not showing up on the screen?

Phaser 4 visual filters may not render if WebGL is inactive or if filters are not explicitly enabled on the specific game object. You must properly configure the FilterList and Controller components to trigger the post-processing workflow.