pixijs-filters
Use this skill when applying visual effects to PixiJS v8 containers via the filter pipeline. Covers built-in filters (AlphaFilter, BlurFilter, ColorMatrixFilter, DisplacementFilter, NoiseFilter), custom Filter.from() with GLSL/WGSL, options (resolution, padding, antialias, blendRequired), filterArea optimization, pixi-filters community package. Triggers on: filters, BlurFilter, ColorMatrixFilter, DisplacementFilter, NoiseFilter, Filter.from, GLSL filter, pixi-filters, filterArea.
What this skill does
Attach visual effects by assigning one filter (or an array for chaining) to `container.filters`. Built-in filters cover blur, color matrix, displacement, alpha, and noise; custom filters wrap a GLSL/WGSL fragment shader via `Filter.from(...)`.
## Quick Start
```ts
const sprite = new Sprite(await Assets.load("hero.png"));
app.stage.addChild(sprite);
const blur = new BlurFilter({ strength: 4, quality: 4 });
const colorMatrix = new ColorMatrixFilter();
colorMatrix.brightness(1.2, false);
sprite.filters = [blur, colorMatrix];
const container = new Container();
container.filters = [new BlurFilter({ strength: 2 })];
container.filterArea = new Rectangle(0, 0, 800, 600);
app.stage.addChild(container);
```
**Related skills:** `pixijs-custom-rendering` (shader internals, uniform types), `pixijs-blend-modes` (composing with filters), `pixijs-performance` (filter tuning, filterArea).
## Core Patterns
### Built-in filters
```ts
import {
AlphaFilter,
BlurFilter,
ColorMatrixFilter,
DisplacementFilter,
NoiseFilter,
Assets,
Sprite,
} from "pixi.js";
// Alpha (uniform transparency without per-child layering)
const alpha = new AlphaFilter({ alpha: 0.5 });
// Blur — strength/quality are uniform; strengthX/strengthY split axes;
// kernelSize must be odd (5, 7, 9, ... 15); repeatEdgePixels avoids transparent edges
const blur = new BlurFilter({
strength: 4,
quality: 4,
kernelSize: 5,
repeatEdgePixels: false,
});
// Color matrix — brightness is one of many presets. Others: tint, hue,
// contrast, saturate, desaturate, greyscale/grayscale, blackAndWhite,
// negative, sepia, technicolor, polaroid, kodachrome, browni, vintage,
// colorTone, night, predator, lsd, reset. Direct access via
// `colorMatrix.matrix` (20-element array) and `colorMatrix.alpha` (blend
// between original and transformed).
const colorMatrix = new ColorMatrixFilter();
colorMatrix.brightness(1.5, false);
colorMatrix.contrast(0.5, true); // multiply stacks on top of existing matrix
colorMatrix.alpha = 0.7; // blend at 70% strength
// Displacement — scale is a number or PointData
const displacementTexture = await Assets.load("displacement_map.png");
const displacementSprite = new Sprite(displacementTexture);
const displacement = new DisplacementFilter({
sprite: displacementSprite,
scale: { x: 20, y: 10 },
});
// Noise — seed is an arbitrary number that determines the noise pattern; same seed reproduces the same pattern
const noise = new NoiseFilter({ noise: 0.5, seed: Math.random() });
sprite.filters = [blur, colorMatrix];
```
### Custom filter with Filter.from()
The simplest way to create a custom filter. Only a fragment shader is needed; PixiJS provides a default vertex shader.
```ts
import { Filter } from "pixi.js";
const filter = Filter.from({
gl: {
fragment: `
in vec2 vTextureCoord;
out vec4 finalColor;
uniform sampler2D uTexture;
uniform float uTime;
void main() {
vec2 uv = vTextureCoord;
uv.x += sin(uv.y * 10.0 + uTime) * 0.02;
finalColor = texture(uTexture, uv);
}
`,
},
resources: {
timeUniforms: {
uTime: { value: 0, type: "f32" },
},
},
});
sprite.filters = filter;
app.ticker.add((ticker) => {
filter.resources.timeUniforms.uniforms.uTime += 0.04 * ticker.deltaTime;
});
```
For more control, construct `GlProgram`/`GpuProgram` objects directly:
```ts
import { Filter, GlProgram } from "pixi.js";
const glProgram = GlProgram.from({ fragment: fragmentSrc, vertex: vertexSrc });
const filter = new Filter({
glProgram,
resources: {
timeUniforms: {
uTime: { value: 0, type: "f32" },
},
},
});
```
Key points:
- Use `out vec4 finalColor` in fragment shaders, not `gl_FragColor` (GLSL ES 3.0).
- Use `texture()` to sample, not `texture2D`.
- `glProgram` for WebGL, `gpuProgram` for WebGPU. Omitting one skips that renderer.
- Textures go in `resources`, not uniforms. The filter system auto-provides `uTexture` (the input).
- Access uniform values via `filter.resources.{groupName}.uniforms.{name}`.
### Filter options
```ts
import { Filter, GlProgram, Rectangle } from "pixi.js";
const filter = new Filter({
glProgram: GlProgram.from({ fragment }),
resources: {},
resolution: 0.5, // default 1. Lower = faster, blurrier. 'inherit' matches the render target resolution
padding: 10, // default 0. Extra pixels for effects that extend bounds
antialias: "off", // default 'off'. 'on' | 'off' | 'inherit'
blendMode: "normal", // default 'normal'
blendRequired: false, // default false. true if shader samples uBackTexture
clipToViewport: true, // default true
});
// Optimization: set known bounds to avoid per-frame measurement
container.filterArea = new Rectangle(0, 0, 800, 600);
// Toggle without rebuilding the filter array
filter.enabled = false;
// Share one filter instance across many display objects
sprite1.filters = [filter];
sprite2.filters = [filter];
```
### Community filters (pixi-filters)
```ts
import { AdjustmentFilter } from "pixi-filters/adjustment";
import { GlowFilter } from "pixi-filters/glow";
sprite.filters = [
new AdjustmentFilter({ brightness: 1.2, contrast: 1.1 }),
new GlowFilter({ distance: 15, outerStrength: 2 }),
];
```
For v8, community filters use `pixi-filters/{name}` imports, not the old `@pixi/filter-*` packages.
### Advanced blend modes
Advanced blend modes (`color-burn`, `overlay`, `hard-light`, etc.) are powered by the filter system and must be imported before use. They also require `useBackBuffer: true` on WebGL; see the `pixijs-blend-modes` skill for the full list.
```ts
import "pixi.js/advanced-blend-modes";
await app.init({ useBackBuffer: true });
sprite.blendMode = "color-burn";
```
Advanced blend modes are filter-based, so they inherit `Filter.defaultOptions`, whose `resolution` defaults to `1`. On high-DPI render targets this can make a blend mode look clipped, scaled, or only partially applied. Set `Filter.defaultOptions.resolution = 'inherit'` before creating the affected objects to render at the render target resolution, at higher memory and runtime cost:
```ts
import { Filter } from "pixi.js";
import "pixi.js/advanced-blend-modes";
Filter.defaultOptions.resolution = "inherit";
sprite.blendMode = "overlay";
```
## Common Mistakes
### [CRITICAL] Using old Filter constructor (vertex, fragment, uniforms)
Wrong:
```ts
import { Filter } from "pixi.js";
const filter = new Filter(vertex, fragment, { uTime: 0 });
```
Correct:
```ts
import { Filter, GlProgram } from "pixi.js";
const filter = new Filter({
glProgram: GlProgram.from({ fragment, vertex }),
resources: {
timeUniforms: { uTime: { value: 0, type: "f32" } },
},
});
```
v8 uses an options object. Shaders must be wrapped in `GlProgram.from()` or `GpuProgram.from()`. Uniforms are grouped in `resources` with explicit types. Textures are resources, not uniforms.
### [HIGH] Using @pixi/filter-\* packages for v8
Wrong:
```ts
import { AdjustmentFilter } from "@pixi/filter-adjustment";
```
Correct:
```ts
import { AdjustmentFilter } from "pixi-filters/adjustment";
```
`@pixi/filter-*` packages are v7 only. For v8, the community filters package restructured to `pixi-filters/{name}`.
### [HIGH] Using too many filters without containerizing
Each filter application requires a framebuffer switch, bounds measurement, and render-to-texture pass. One filter on a parent container is much cheaper than the same filter on each child.
Wrong:
```ts
for (const child of container.children) {
child.filters = [new BlurFilter({ strength: 4 })];
}
```
Correct:
```ts
container.filters = [new BlurFilter({ strength: 4 })];
```
### [HIGH] Using a blendRequired filter without useBackBuffer on WebGL
Custom filters and most advanced community filters that set `blendRequired: true` sample the back buffer. On WebGL that only works if the renderer was initialized with `useBackBuffRelated in General
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