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 between internal and external filter lists, and migrating effects like bloom that no longer have dedicated filters. ## Core Features & Use Cases - Filter Application: Add blur, glow, vignette, color matrix, displacement, barrel distortion, and 20+ other built-in filters to game objects and cameras via FilterList factory methods. - Masks and Transitions: Implement alpha masks from textures or game objects and animated wipe/reveal transitions driven by tweens. - Custom Bloom and Compositing: Build bloom effects with ParallelFilters (Threshold + Blur + ADD blend) and capture scene regions with CaptureFrame. - Use Case: You want a glowing enemy sprite and a sepia-graded camera in your Phaser 4 game. This Skill shows you to call enableFilters() on the sprite, add a Glow filter, and apply a ColorMatrix sepia preset to the camera's internal filter list. ## Quick Start Ask the AI to add a glow effect to a sprite and a blur to the main camera in your Phaser 4 scene.