How to install pixijs-blend-modes
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-blend-modesFull instructions (SKILL.md)
Source of truth, from pixijs/pixijs-skills.
name: pixijs-blend-modes description: "Use this skill when compositing display objects with blend modes in PixiJS v8. Covers standard modes (normal, add, multiply, screen, erase, min, max), advanced modes via pixi.js/advanced-blend-modes (color-burn, overlay, hard-light, etc.), batch-friendly ordering. Triggers on: blendMode, additive, multiply, screen, overlay, color-burn, color-dodge, advanced-blend-modes, glow, erase." license: MIT
Set container.blendMode to composite display objects with GPU blend equations (standard modes) or filter-based advanced modes. Blend-mode transitions break render batches, so group like-mode siblings together.
Quick Start
const light = new Sprite(await Assets.load("light.png"));
light.blendMode = "add";
app.stage.addChild(light);
const shadow = new Sprite(await Assets.load("shadow.png"));
shadow.blendMode = "multiply";
app.stage.addChild(shadow);
import "pixi.js/advanced-blend-modes";
const overlay = new Sprite(await Assets.load("overlay.png"));
overlay.blendMode = "color-burn";
app.stage.addChild(overlay);
Related skills: pixijs-filters (advanced modes use the filter pipeline), pixijs-performance (batching with blend modes), pixijs-color (color manipulation).
Core Patterns
Standard blend modes
Standard modes are built in and use GPU blend equations directly:
import { Sprite } from "pixi.js";
sprite.blendMode = "normal"; // standard alpha compositing (effective default at root)
sprite.blendMode = "add"; // additive (lighten, glow effects)
sprite.blendMode = "multiply"; // multiply (darken, shadow effects)
sprite.blendMode = "screen"; // screen (lighten, dodge effects)
sprite.blendMode = "erase"; // erase pixels from render target
sprite.blendMode = "none"; // no blending, overwrites destination
sprite.blendMode = "inherit"; // inherit from parent (this is the actual default value)
sprite.blendMode = "min"; // keeps minimum of source and destination (WebGL2+ only)
sprite.blendMode = "max"; // keeps maximum of source and destination (WebGL2+ only)
These are hardware-accelerated and cheap. They do not require filters.
Advanced blend modes
Advanced modes require an explicit import to register the extensions. On the WebGL renderer they also require useBackBuffer: true at init time, or PixiJS logs a warning and the blend silently falls back:
import "pixi.js/advanced-blend-modes";
import { Application, Sprite, Assets } from "pixi.js";
const app = new Application();
await app.init({ useBackBuffer: true }); // required for advanced modes on WebGL
const texture = await Assets.load("overlay.png");
const overlay = new Sprite(texture);
overlay.blendMode = "color-burn";
Available advanced modes:
| Mode | Effect |
|---|---|
color-burn | Darkens by increasing contrast |
color-dodge | Brightens by decreasing contrast |
darken | Keeps darker of two layers |
difference | Absolute difference |
divide | Divides bottom by top |
exclusion | Similar to difference, lower contrast |
hard-light | Multiply or screen based on top layer |
hard-mix | High contrast threshold blend |
lighten | Keeps lighter of two layers |
linear-burn | Adds and subtracts to darken |
linear-dodge | Adds layers together |
linear-light | Linear burn or dodge based on top layer |
luminosity | Luminosity of top, hue/saturation of bottom |
negation | Inverted difference |
overlay | Multiply or screen based on bottom layer |
pin-light | Replaces based on lightness comparison |
saturation | Saturation of top, hue/luminosity of bottom |
soft-light | Gentle overlay effect |
subtract | Subtracts top from bottom |
vivid-light | Color burn or dodge based on top layer |
color | Hue and saturation of top, luminosity of bottom |
You set advanced blend modes the same way as standard ones, via the blendMode property. They use filters internally, so they cost more than standard modes.
Batch-friendly ordering
Different blend modes break the rendering batch. Order objects to minimize transitions:
import { Container, Sprite } from "pixi.js";
const scene = new Container();
scene.addChild(screenSprite1); // 'screen'
scene.addChild(screenSprite2); // 'screen'
scene.addChild(normalSprite1); // 'normal'
scene.addChild(normalSprite2); // 'normal'
2 draw calls. Alternating order (screen, normal, screen, normal) would produce 4.
Common Mistakes
[HIGH] Not importing advanced-blend-modes extension
Wrong:
import { Sprite } from "pixi.js";
sprite.blendMode = "color-burn"; // silently falls back to normal
Correct:
import "pixi.js/advanced-blend-modes";
import { Sprite } from "pixi.js";
sprite.blendMode = "color-burn";
Advanced blend modes (color-burn, overlay, etc.) require the extension import. Without it, only standard modes (normal, add, multiply, screen) are available. The invalid mode silently falls back.
[MEDIUM] Mixing blend modes across adjacent objects
Different blend modes break the render batch. screen / normal / screen / normal produces 4 draw calls, while screen / screen / normal / normal produces 2. Sort children so objects with the same blend mode are adjacent.
[HIGH] Using the v7 BLEND_MODES enum
Wrong:
import { BLEND_MODES } from "pixi.js";
sprite.blendMode = BLEND_MODES.ADD; // runtime error: BLEND_MODES is undefined
Correct:
sprite.blendMode = "add";
In v8, BLEND_MODES is a TypeScript type only (a union of string literals). There is no runtime enum export, so BLEND_MODES.ADD evaluates to accessing a property on undefined. Use the string form.
[HIGH] Advanced blend modes without useBackBuffer
Wrong:
import "pixi.js/advanced-blend-modes";
await app.init({
/* no useBackBuffer */
});
sprite.blendMode = "color-burn"; // logs a warning, falls back
Correct:
import "pixi.js/advanced-blend-modes";
await app.init({ useBackBuffer: true });
sprite.blendMode = "color-burn";
Advanced modes read from the back buffer. On WebGL, the blend silently falls back if the back buffer is not enabled. WebGPU enables the back buffer unconditionally.
[MEDIUM] Advanced blend modes clipped or scaled on high-DPI renderers
Advanced blend modes are filter-based and use Filter.defaultOptions, whose resolution defaults to 1. On a high-DPI render target the blended object can look clipped, scaled, or only partially applied.
Wrong:
import "pixi.js/advanced-blend-modes";
sprite.blendMode = "overlay"; // renders at resolution 1, can clip on retina
Correct:
import { Filter } from "pixi.js";
import "pixi.js/advanced-blend-modes";
Filter.defaultOptions.resolution = "inherit"; // set before creating affected objects
sprite.blendMode = "overlay";
Setting Filter.defaultOptions.resolution = "inherit" makes advanced blend modes render at the render target's resolution. This costs more memory and runtime, so apply it where fidelity matters.
API Reference
Related skills
More from pixijs/pixijs-skills and the wider catalog.
pixijs
Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job. Covers the full PixiJS surface: Application setup, the scene graph (Container, Sprite, Graphics, Text, Mesh, ParticleContainer, DOMContainer, GifSprite), rendering (WebGL/WebGPU/Canvas, render loop, custom shaders, filters, blend modes), assets, events, color, math, ticker, accessibility, performance, environments, migration from v7, and project scaffolding. Triggers on: pixi, pixi.js, pixijs, PixiJS, v8, Application, app.init, Sprite, Container, Graphics, Text, Mesh, ParticleContainer, DOMContainer, GifSprite, Assets, Ticker, renderer, WebGL, WebGPU, scene graph, filter, shader, blend mode, texture, BitmapText, create-pixi, how do I draw, how do I render, how do I animate in pixi.
pixijs-application
Use this skill when creating and configuring a PixiJS v8 Application. Covers new Application() + async app.init() options (width, height, background, antialias, resolution, autoDensity, preference, resizeTo, autoStart, sharedTicker, canvas, useBackBuffer, powerPreference, eventFeatures, accessibilityOptions, gcActive, bezierSmoothness, webgl/webgpu/canvasOptions per-renderer overrides), app.stage/renderer/canvas/screen/domContainerRoot access, ResizePlugin, TickerPlugin, CullerPlugin (cullable, cullArea), custom ApplicationPlugin creation via ExtensionType.Application, start/stop lifecycle, and app.destroy() with releaseGlobalResources. Triggers on: Application, app.init, app.stage, app.renderer, app.canvas, app.screen, app.domContainerRoot, ApplicationOptions, ApplicationPlugin, ExtensionType.Application, resizeTo, preference, autoStart, sharedTicker, useBackBuffer, powerPreference, skipExtensionImports, preferWebGLVersion, preserveDrawingBuffer, cullable, CullerPlugin, app.start, app.stop, app.destroy, releaseGlobalResources.
pixijs-core-concepts
Use this skill when understanding how PixiJS v8 renders frames: the systems-and-pipes renderer, the render loop, and how the library adapts to different environments. Covers WebGLRenderer/WebGPURenderer/CanvasRenderer selection, renderer.render() pipeline, environment detection, and pointers to per-topic deep dives. Triggers on: renderer, WebGL, WebGPU, Canvas, render loop, render pipeline, systems, environments, autoDetectRenderer.
pixijs-scene-graphics
Use this skill when drawing vector shapes and paths in PixiJS v8. Covers the Graphics API: shape-then-fill methods (rect/circle/ellipse/poly/roundRect/star/regularPoly/roundPoly/roundShape/filletRect/chamferRect), path methods (moveTo/lineTo/bezierCurveTo/quadraticCurveTo/arc/arcTo/arcToSvg/closePath), fill/stroke/cut, holes, FillGradient (linear/radial), FillPattern, GraphicsContext sharing, svg import/export, containsPoint hit testing, cloning, clearing, bounds, fillStyle/strokeStyle, draw-time transforms (rotateTransform/scaleTransform/translateTransform/setTransform/save/restore), default styles, GraphicsPath reuse. Triggers on: Graphics, GraphicsContext, rect, circle, poly, roundRect, fill, stroke, cut, hole, beginHole, FillGradient, FillPattern, moveTo, bezierCurveTo, svg, graphicsContextToSvg, svg export, GraphicsOptions, containsPoint, clone, clear, bounds, rotateTransform, translateTransform, setFillStyle, setStrokeStyle, GraphicsPath.
pixijs-scene-container
Use this skill when grouping, positioning, or transforming display objects in PixiJS v8. Covers Container constructor options (isRenderGroup, sortableChildren, boundsArea), addChild/removeChild/addChildAt/swapChildren/setChildIndex, position/scale/rotation/pivot/skew/alpha/tint, getBounds/getGlobalPosition/toLocal/toGlobal, zIndex sorting, cullable, onRender per-frame callback, destroy. Triggers on: Container, addChild, removeChild, addChildAt, swapChildren, sortableChildren, zIndex, position, scale, rotation, pivot, getBounds, toGlobal, toLocal, onRender, destroy, constructor options, ContainerOptions.
pixijs-performance
Use this skill when profiling or optimizing a PixiJS v8 app for FPS, draw calls, or GPU memory. Covers destroy patterns (cacheAsTexture(false), releaseGlobalResources), GCSystem and TextureGCSystem, PrepareSystem, object pooling, batching rules, BitmapText for dynamic text, culling (Culler, CullerPlugin, cullable, cullArea), resolution/antialias tradeoffs. Triggers on: FPS, jank, draw calls, batching, object pool, GCSystem, PrepareSystem, Culler, cacheAsTexture, memory leak, destroy patterns.