What problem does it solve? Phaser 4 replaces the v3 rendering engine with a centralized RenderNode graph, leaving developers unsure how to use new APIs like Filters, RenderNodes, CaptureFrame, Gradient, Noise, SpriteGPULayer, TilemapGPULayer, and the Lighting component. ## Core Features & Use Cases - Filters and RenderNodes guidance: 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 object references: Covers CaptureFrame, Gradient, six Noise variants, SpriteGPULayer for millions of quads in one draw call, and TilemapGPULayer for GPU tilemap rendering. - Component and tint documentation: Details the Lighting, RenderSteps, and RenderNodes components plus new tint modes like FILL, ADD, SCREEN, and HARD_LIGHT. - Use Case: A developer building a Phaser 4 game wants to render a large particle field efficiently; the skill shows how to use SpriteGPULayer with a static GPU buffer instead of thousands of individual sprites. ## Quick Start Ask how to render thousands of sprites efficiently in Phaser 4 or how the new Filters system replaces v3 postFX.