How to install pixijs-filters
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-filtersFull instructions (SKILL.md)
Source of truth, from pixijs/pixijs-skills.
name: pixijs-filters description: "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." license: MIT
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
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
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.
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:
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 finalColorin fragment shaders, notgl_FragColor(GLSL ES 3.0). - Use
texture()to sample, nottexture2D. glProgramfor WebGL,gpuProgramfor WebGPU. Omitting one skips that renderer.- Textures go in
resources, not uniforms. The filter system auto-providesuTexture(the input). - Access uniform values via
filter.resources.{groupName}.uniforms.{name}.
Filter options
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)
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.
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:
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:
import { Filter } from "pixi.js";
const filter = new Filter(vertex, fragment, { uTime: 0 });
Correct:
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:
import { AdjustmentFilter } from "@pixi/filter-adjustment";
Correct:
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:
for (const child of container.children) {
child.filters = [new BlurFilter({ strength: 4 })];
}
Correct:
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 useBackBuffer: true; otherwise PixiJS logs a warning and the filter silently falls back:
await app.init({ useBackBuffer: true });
WebGPU enables the back buffer unconditionally, so this only affects WebGL.
[MEDIUM] Not setting filterArea for known-size containers
Without filterArea, PixiJS measures the container bounds every frame via getGlobalBounds(), which recursively walks all children. For containers with known dimensions, set filterArea to avoid this cost:
import { Rectangle } from "pixi.js";
container.filterArea = new Rectangle(0, 0, 800, 600);
container.filters = [someFilter];
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.