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pixijs-blend-modes

pixijs/pixijs-skills

GPU-accelerated blend modes for PixiJS v8 display objects, from standard (add, multiply, screen) to advanced (color-burn, overlay, hard-light).

What is pixijs-blend-modes?

Apply blend modes to composite display objects in PixiJS v8 using GPU equations (standard modes) or filter-based advanced modes. Use this when you need lighting effects, shadows, overlays, or custom color compositing. Standard modes are hardware-accelerated; advanced modes require an explicit import and useBackBuffer: true.

  • Set blendMode on any display object to composite with GPU blend equations
  • Access 8 standard modes (normal, add, multiply, screen, erase, min, max, none) without extra setup
  • Enable 21 advanced modes (color-burn, overlay, hard-light, soft-light, etc.) via pixi.js/advanced-blend-modes import
  • Optimize rendering by grouping objects with the same blend mode to minimize batch breaks
  • Handle high-DPI rendering with Filter.defaultOptions.resolution for advanced modes

How to install pixijs-blend-modes

npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-blend-modes
Prerequisites
  • PixiJS v8 installed
  • For advanced modes: import 'pixi.js/advanced-blend-modes' and initialize app with useBackBuffer: true
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How to use pixijs-blend-modes

  1. 1.Import PixiJS Sprite or Container
  2. 2.Set the blendMode property to a string ('add', 'multiply', 'screen', etc.)
  3. 3.For advanced modes, import 'pixi.js/advanced-blend-modes' at the top of your file
  4. 4.Initialize your Application with useBackBuffer: true if using advanced modes
  5. 5.Order display objects so siblings with the same blend mode are adjacent to minimize batch breaks

Use cases

Good for
  • Create additive glow or light effects using 'add' blend mode
  • Darken layers with shadows using 'multiply' blend mode
  • Apply color-burn or overlay effects for image compositing
  • Build UI with screen or dodge effects for highlights
  • Optimize performance by ordering blend-mode transitions to reduce draw calls
Who it's for
  • PixiJS game developers building visual effects
  • Graphics programmers implementing custom compositing
  • Web developers creating interactive canvas-based UIs
  • Artists and designers working with real-time rendering

pixijs-blend-modes FAQ

What's the difference between standard and advanced blend modes?

Standard modes (normal, add, multiply, screen, erase, min, max) use GPU blend equations directly and are hardware-accelerated. Advanced modes (color-burn, overlay, hard-light, etc.) use the filter pipeline and cost more but offer richer compositing effects. Advanced modes require the pixi.js/advanced-blend-modes import and useBackBuffer: true.

Why does my advanced blend mode fall back to normal?

Advanced blend modes require two things: (1) import 'pixi.js/advanced-blend-modes' at the top of your file, and (2) initialize your Application with useBackBuffer: true. Without either, the mode silently falls back to normal.

How do I avoid performance issues with blend modes?

Blend mode transitions break render batches. Group objects with the same blend mode together in the display tree. For example, render all 'screen' objects, then all 'normal' objects, rather than alternating between them.

Why does my advanced blend mode look clipped on high-DPI screens?

Advanced blend modes use filters, which default to resolution 1. On retina displays, set Filter.defaultOptions.resolution = 'inherit' before creating affected objects to render at the target's native resolution.

Can I use the v7 BLEND_MODES enum in v8?

No. In PixiJS v8, BLEND_MODES is a TypeScript type only. Use string literals instead: sprite.blendMode = 'add' instead of sprite.blendMode = BLEND_MODES.ADD.

Full 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:

ModeEffect
color-burnDarkens by increasing contrast
color-dodgeBrightens by decreasing contrast
darkenKeeps darker of two layers
differenceAbsolute difference
divideDivides bottom by top
exclusionSimilar to difference, lower contrast
hard-lightMultiply or screen based on top layer
hard-mixHigh contrast threshold blend
lightenKeeps lighter of two layers
linear-burnAdds and subtracts to darken
linear-dodgeAdds layers together
linear-lightLinear burn or dodge based on top layer
luminosityLuminosity of top, hue/saturation of bottom
negationInverted difference
overlayMultiply or screen based on bottom layer
pin-lightReplaces based on lightness comparison
saturationSaturation of top, hue/luminosity of bottom
soft-lightGentle overlay effect
subtractSubtracts top from bottom
vivid-lightColor burn or dodge based on top layer
colorHue 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