What problem does it solve? Phaser 4 replaces the v3 rendering architecture (Pipelines, FX, BitmapMask) with a new RenderNode graph and Filters system, leaving developers unsure which APIs to use for effects, lighting, tinting, and high-performance rendering. ## Core Features & Use Cases - Filters and RenderNodes: Apply internal/external filters to any game object or camera, and override render node roles for custom rendering behavior. - New Game Objects: Use CaptureFrame, Gradient, Noise variants, SpriteGPULayer, and TilemapGPULayer for framebuffer capture, procedural visuals, and massive GPU-batched rendering. - Lighting and Tint Modes: Enable per-object lighting with self-shadowing and choose from seven tint modes including FILL, ADD, SCREEN, and OVERLAY. - Use Case: When building a Phaser 4 scene that needs a glowing sprite, a radial gradient background, and a million-particle GPU layer, consult this skill to get the correct v4 APIs instead of removed v3 calls like preFX or setPipeline. ## Quick Start Ask how to add a glow filter and lighting to a sprite in Phaser 4 and follow the v4 code examples provided.