What problem does it solve? Phaser 4 replaces core v3 systems like Pipelines, FX, and BitmapMask with a new RenderNode architecture and Filters system, leaving developers unsure which APIs to use. This Skill provides a complete reference for every new feature so you can adopt v4 capabilities correctly. ## Core Features & Use Cases - New Game Objects: Implement CaptureFrame, Gradient, Noise variants, SpriteGPULayer, and TilemapGPULayer with working code examples. - Rendering Architecture: Understand RenderNodes replacing Pipelines, Filters replacing FX and BitmapMask, and the new Lighting and RenderSteps components. - New Tint Modes: Apply MULTIPLY, FILL, ADD, SCREEN, OVERLAY, and HARD_LIGHT tint modes via setTintMode. - Use Case: You want to render millions of sprites efficiently in Phaser 4. Use this Skill to learn SpriteGPULayer's single-draw-call GPU buffer approach, including member management and lighting integration. ## Quick Start Explain how to use the new SpriteGPULayer and Filters system in Phaser 4 with example code.