---
title: "Bokeh"
docs: "Phaser v4.0.0"
url: https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-bokeh
site: Phaser - https://phaser.io
---

> This page is about the open-source Phaser framework, for writing a game's code by hand. To make a game with AI, use Phaser AE (https://phaser.io/): the desk's tools work with Web MCP, and the CLI works with your own coding agent. See "For AI agents: Phaser AE" at the end of this page.

# Bokeh

The Bokeh Filter Controller.

This filter controller manages the bokeh effect for a Camera.

Bokeh refers to a visual effect that mimics the photographic technique of creating a shallow depth of field. This effect is used to emphasize the game's main subject or action, by blurring the background or foreground elements, resulting in a more immersive and visually appealing experience. It is achieved through rendering techniques that simulate the out-of-focus areas, giving a sense of depth and realism to the game's graphics.

This effect can also be used to generate a Tilt Shift effect, which is a technique used to create a miniature effect by blurring everything except a small area of the image. This effect is achieved by blurring the top and bottom elements, while keeping the center area in focus.

This effect samples across an area. To avoid missing data at the edges, use `controller.setPaddingOverride(null)` to automatically pad game objects, or `camera.getPaddingWrapper(x)` to enlarge a camera.

A Bokeh effect is added to a Camera via the FilterList component:

```js

const camera = this.cameras.main;



camera.filters.internal.addBokeh();

camera.filters.external.addBokeh();

```

**Constructor**

`new Bokeh(camera, [radius], [amount], [contrast], [isTiltShift], [blurX], [blurY], [strength])`

**Parameters**
| name | type | optional | default | description |
| ---- | ---- | -------- | ------- | ----------- |
| camera | [Phaser.Cameras.Scene2D.Camera](https://phaser.io/oss/docs/api-documentation/4.0.0/class/cameras-scene2d-camera.md) | No |  | The Camera that owns this filter. |
| radius | number | Yes | 0.5 | The radius of the bokeh effect. |
| amount | number | Yes | 1 | The amount of the bokeh effect. |
| contrast | number | Yes | 0.2 | The color contrast of the bokeh effect. |
| isTiltShift | boolean | Yes | false | Is this a bokeh or Tilt Shift effect? |
| blurX | number | Yes | 1 | If Tilt Shift, the amount of horizontal blur. |
| blurY | number | Yes | 1 | If Tilt Shift, the amount of vertical blur. |
| strength | number | Yes | 1 | If Tilt Shift, the strength of the blur. |

---


**Scope**: static


**Extends**

> [Phaser.Filters.Controller](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md)  



> Source: [src/filters/Bokeh.js#L10](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/Bokeh.js#L10)  
Since: 4.0.0

## Inherited Members


**From [Phaser.Filters.Controller](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md):**


 - [active](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#active)
 - [allowBaseDraw](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#allowbasedraw)
 - [camera](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#camera)
 - [currentPadding](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#currentpadding)
 - [ignoreDestroy](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#ignoredestroy)
 - [paddingOverride](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#paddingoverride)
 - [renderNode](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#rendernode)




---

## Public Members

### amount

#### amount: number


**Description:**

The amount of the bokeh effect. This controls how many samples are taken during the blur pass. Higher values produce a denser, more pronounced bokeh at the cost of additional GPU work. This property applies to the standard bokeh effect only; use `strength` to adjust the intensity of a Tilt Shift effect.


> Source: [src/filters/Bokeh.js#L82](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/Bokeh.js#L82)  
Since: 4.0.0


---

### blurX

#### blurX: number


**Description:**

If a Tilt Shift effect this controls the amount of horizontal blur.

Setting this value on a non-Tilt Shift effect will have no effect.


> Source: [src/filters/Bokeh.js#L117](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/Bokeh.js#L117)  
Since: 4.0.0


---

### blurY

#### blurY: number


**Description:**

If a Tilt Shift effect this controls the amount of vertical blur.

Setting this value on a non-Tilt Shift effect will have no effect.


> Source: [src/filters/Bokeh.js#L129](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/Bokeh.js#L129)  
Since: 4.0.0


---

### contrast

#### contrast: number


**Description:**

The color contrast of the bokeh effect. This controls how strongly the out-of-focus areas differ in luminance from the in-focus areas. Higher values increase the brightness contrast between the bokeh highlights and their surroundings, making the effect more visually distinct.


> Source: [src/filters/Bokeh.js#L95](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/Bokeh.js#L95)  
Since: 4.0.0


---

### isTiltShift

#### isTiltShift: boolean


**Description:**

Is this a Tilt Shift effect or a standard bokeh effect?


> Source: [src/filters/Bokeh.js#L108](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/Bokeh.js#L108)  
Since: 4.0.0


---

### radius

#### radius: number


**Description:**

The radius of the bokeh effect.

This is a float value, where a radius of 0 will result in no effect being applied, and a radius of 1 will result in a strong bokeh. However, you can exceed this value for even stronger effects.


> Source: [src/filters/Bokeh.js#L68](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/Bokeh.js#L68)  
Since: 4.0.0


---

### strength

#### strength: number


**Description:**

If a Tilt Shift effect this controls the strength of the blur.

Setting this value on a non-Tilt Shift effect will have no effect.


> Source: [src/filters/Bokeh.js#L141](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/Bokeh.js#L141)  
Since: 4.0.0


---

## Inherited Methods


**From [Phaser.Filters.Controller](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md):**


 - [destroy](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#destroy)
 - [setActive](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#setactive)
 - [setPaddingOverride](https://phaser.io/oss/docs/api-documentation/4.0.0/class/filters-controller.md#setpaddingoverride)




---

## Public Methods

### getPadding

#### \<instance> getPadding()


**Description:**

Returns the amount of extra padding, in pixels, that this filter requires when rendering. The padding accounts for the bokeh effect extending beyond the original bounds of the filtered Camera.


**Overrides:** Phaser.Filters.Controller#getPadding


**Returns:** [Phaser.Geom.Rectangle](https://phaser.io/oss/docs/api-documentation/4.0.0/class/geom-rectangle.md) - The padding Rectangle.


> Source: [src/filters/Bokeh.js#L154](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/Bokeh.js#L154)  
Since: 4.0.0


---

---

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