pixijs/pixijs-skills

pixijs-filters

Use this skill when applying visual effects to PixiJS v8 containers via the filter pipeline.

ソースを見る

使い方

  1. インストールコマンドをコピーし、自分の環境へ導入する前にソースを確認します。
  2. 必要なツール、認証情報、対応環境を原文で確認します。
  3. 入力と成果物を指定し、出力を資料と照合します。
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-filters

開始前の確認

  • 導入にはモデル契約、API枠、ファイルへのアクセス許可は含まれません。
  • スター数や導入数は活動の指標であり、独立した品質・安全性試験ではありません。
リポジトリの原文

見出し、例、コード、表、リンク、参照画像を含む原文を表示しています。

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

タスクに関連する項目

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導入数
6
GitHub Stars
357
更新日
10月1日
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導入数
6
GitHub Stars
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更新日
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導入数
6
GitHub Stars
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更新日
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Use this skill when writing custom shaders, uniforms, filters, batchers, or low-level draw code in PixiJS v8. Covers Shader.from({gl, gpu, resources}), GlProgram/GpuProgram, UniformGroup with typed uniforms (f32, vec2, mat4x4), UBO mode, textures as resources, TextureView for depth sampling, 3D and array textures (depth, arrayLayerCount, sampler3D, texture3d), WebGPU storage textures (storage: true), WGSL override constants, custom bind group layouts (gpuLayout), partial buffer updates (Buffer.u

導入数
6
GitHub Stars
357
更新日
10月1日