--- id: pixijs/pixijs-skills/pixijs-filters version: "44efca00" license: MIT install: manual updated: 2026-06-04 --- # pixijs-filters — This skill teaches you how to leverage PixiJS v8's powerful filter system to enhance your 2D graphics with visual effects. You'll learn to apply filters to display objects, chain multiple effects together, and optimize performance when working with complex rendering scenarios. Master both built-in filters and custom implementations to bring professional polish to your WebGL and Canvas-based applications. Publisher: pixijs · Stars: 293 · Updated: 2026-06-04 Install (manual): `git clone https://github.com/pixijs/pixijs-skills` ## SKILL.md 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 `useBackBuffer: true`; otherwise PixiJS logs a warning and the filter silently falls back: ```ts 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: ```ts import { Rectangle } from "pixi.js"; container.filterArea = new Rectangle(0, 0, 800, 600); container.filters = [someFilter]; ``` ## API Reference - [Filter](https://pixijs.download/release/docs/filters.Filter.html.md) - [AlphaFilter](https://pixijs.download/release/docs/filters.AlphaFilter.html.md) - [BlurFilter](https://pixijs.download/release/docs/filters.BlurFilter.html.md) - [BlurFilterPass](https://pixijs.download/release/docs/filters.BlurFilterPass.html.md) - [ColorMatrixFilter](https://pixijs.download/release/docs/filters.ColorMatrixFilter.html.md) - [DisplacementFilter](https://pixijs.download/release/docs/filters.DisplacementFilter.html.md) - [NoiseFilter](https://pixijs.download/release/docs/filters.NoiseFilter.html.md) - [FilterSystem](https://pixijs.download/release/docs/rendering.FilterSystem.html.md) [View on SkillFed](https://skillfed.io/pixijs/pixijs-skills/pixijs-filters) · [View on GitHub](https://github.com/pixijs/pixijs-skills)