What problem does it solve? Phaser 4 replaces the v3 rendering architecture (Pipelines, FX, BitmapMask) with a new RenderNode graph and Filters system, and developers need a single reference covering every new game object, component, and tint mode to write correct v4 code. ## Core Features & Use Cases - New Game Objects: Covers CaptureFrame, Gradient, six Noise variants, SpriteGPULayer, and TilemapGPULayer with working code examples and configuration details. - New Components: Explains the Lighting, RenderSteps, and RenderNodes components that replace v3 pipeline-based lighting and rendering hooks. - Filters and RenderNodes: Documents the Filters system replacing FX/BitmapMask and the RenderNode architecture replacing Pipelines, including custom node registration. - Use Case: A developer wants to render millions of sprites efficiently in Phaser 4; this Skill shows how to use SpriteGPULayer with a single GPU buffer and explains its batching and lighting constraints. ## Quick Start Explain how to use the new Phaser 4 Gradient game object with a radial color ramp and animated offset.