filters-and-postfx

Applies GPU-accelerated post-processing filters to Phaser 4 game objects and cameras.

Updated Mar 27, 2026
One-click install
npx skills add https://github.com/tja688/WebGameDevPlace --skill filters-and-postfx-tja688
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: filters-and-postfx
Source: https://github.com/tja688/WebGameDevPlace/tree/main/.claude/skills/filters-and-postfx
Command: npx skills add https://github.com/tja688/WebGameDevPlace --skill filters-and-postfx-tja688

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill simplifies the implementation of complex WebGL post-processing effects in Phaser 4, removing the need to manually manage shader pipelines and render textures for common visual enhancements.

Core Features & Use Cases

  • Visual Polish: Easily apply bloom, glow, blur, and color grading to sprites and cameras.
  • Advanced Transitions: Implement wipe and reveal effects for scene transitions.
  • Performance Optimization: Utilize internal filters for object-local effects to maintain high frame rates.
  • Use Case: Add a glowing outline to a player character and a screen-space vignette to the camera to create a high-quality, atmospheric game aesthetic.

Quick Start

Enable the filter system on your sprite and add a glow effect by calling the enableFilters method followed by the addGlow factory method on 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 effects like bloom and blur to Phaser 4 game objects?

You can apply post-processing filters in Phaser 4 by calling the enableFilters method on a game object and using factory methods like addGlow on the internal filter list. This provides a unified API for managing visual effects without manual shader pipeline management.

Can I apply screen-space filters to a camera and local filters to individual sprites separately?

Yes, Phaser 4 supports both screen-space rendering for camera-wide effects like vignettes and internal object-local filters for individual sprites. Using local filters helps maintain high frame rates by optimizing performance for specific game objects.

Does implementing WebGL post-processing in Phaser 4 require manually managing render textures?

No, this approach simplifies WebGL post-processing by removing the need to manually manage render textures and shader pipelines. It handles the render-texture pipelines internally through a unified API for managing filter lists and controller properties.

What visual effects are available for game transitions and color grading in Phaser 4?

Available visual effects include bloom, glow, blur, color matrix adjustments, and displacement mapping. These GPU-accelerated filters can be combined to implement advanced wipe and reveal transitions for scene changes or apply color grading to cameras.

Do I need a WebGL context to use GPU-based post-processing filters in Phaser 4?

Yes, applying GPU-accelerated post-processing filters requires an active WebGL context. The system relies on WebGL to execute shader pipelines and render-texture operations for both local and screen-space visual effects.