What problem does it solve? Phaser 4 replaces the v3 rendering engine with a new RenderNode graph, Filters system, and GPU-based layers, leaving developers without clear guidance on what changed and how to use the new APIs. ## Core Features & Use Cases - Filters and RenderNodes Reference: Explains how Filters replace v3 FX/BitmapMask and how RenderNodes replace Pipelines, with code examples for internal/external filters and custom render node roles. - New Game Objects: Covers CaptureFrame, Gradient, six Noise variants, SpriteGPULayer, and TilemapGPULayer with usage patterns and constraints. - New Components and Tint Modes: Documents the Lighting, RenderSteps, and RenderNodes components plus the new MULTIPLY, FILL, ADD, SCREEN, OVERLAY, and HARD_LIGHT tint modes. - Use Case: When building a Phaser 4 game that needs millions of sprites in one draw call, use this Skill to implement SpriteGPULayer correctly, including member population and lighting setup. ## Quick Start Explain how to use Phaser 4 SpriteGPULayer to render a large number of sprites with lighting enabled.