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.