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 and masks that changed or were removed in v4. ## Core Features & Use Cases - Filter Application: Add built-in filters such as blur, glow, vignette, color matrix, displacement, and barrel distortion to game objects via enableFilters() or directly to cameras. - Custom Effects and Transitions: Build bloom with ParallelFilters, create wipe/reveal scene transitions, and use CaptureFrame for scene-level post-processing. - v3 to v4 Migration: Map legacy preFX/postFX calls to the new internal/external FilterList API, including replacements for removed Bloom and Circle effects. - Use Case: While building a Phaser 4 game, you want a glowing pickup item and a sepia-graded camera with a vignette; this Skill provides the exact enableFilters(), addGlow(), addColorMatrix(), and addVignette() calls plus performance guidance on internal versus external filters. ## Quick Start Ask the AI to add a glow filter and a camera blur to a sprite in your Phaser 4 scene using the filters-and-postfx guidance.