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 to the new API. ## 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 Bloom and Compositing: Build bloom effects with ParallelFilters by combining threshold, blur, and additive blending, since v4 has no dedicated Bloom filter. - Masks and Transitions: Implement alpha masks from textures or game objects and animated wipe/reveal transitions for scene changes. - Use Case: When adding a glow to a player sprite and a screen-space vignette to the camera in a Phaser 4 game, this Skill provides the exact API calls, parameter meanings, and gotchas such as WebGL-only support and immutable glow quality. ## Quick Start Ask the AI to add a glow filter to a sprite and a blur to the main camera in your Phaser 4 scene.