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

# Shadow

The Shadow Filter.

This filter controller manages the shadow effect for a Camera.

The shadow effect is a visual technique used to create the illusion of depth and realism by adding darker, offset silhouettes or shapes beneath game objects, characters, or environments. These simulated shadows help to enhance the visual appeal and immersion, making the 2D game world appear more dynamic and three-dimensional.

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 Shadow effect is added to a Camera via the FilterList component:

```js

const camera = this.cameras.main;



camera.filters.internal.addShadow();

camera.filters.external.addShadow();

```

**Constructor**

`new Shadow(camera, [x], [y], [decay], [power], [color], [samples], [intensity])`

**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. |
| x | number | Yes | 0 | The horizontal offset of the shadow effect. |
| y | number | Yes | 0 | The vertical offset of the shadow effect. |
| decay | number | Yes | 0.1 | The amount of decay for the shadow effect. |
| power | number | Yes | 1 | The power of the shadow effect. |
| color | number | Yes | "0x000000" | The color of the shadow, as a hex value. |
| samples | number | Yes | 6 | The number of samples that the shadow effect will run for. |
| intensity | number | Yes | 1 | The intensity of the shadow effect. |

---


**Scope**: static


**Extends**

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



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

### color

#### color: number


**Description:**

The color of the shadow, expressed as a hex RGB value (e.g. `0xff0000` for red, `0x000000` for black). Setting this property updates the internal `glcolor` array used by the WebGL shader.


> Source: [src/filters/Shadow.js#L138](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/Shadow.js#L138)  
Since: 4.0.0


---

### decay

#### decay: number


**Description:**

Controls how quickly the shadow fades over distance. Lower values produce longer, more gradual shadows; higher values produce shorter, more concentrated shadows.


> Source: [src/filters/Shadow.js#L80](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/Shadow.js#L80)  
Since: 4.0.0


---

### glcolor

#### glcolor: Array.\<number>


**Description:**

The internal WebGL color array used by the shader. Stores the shadow color as normalized RGBA float values in the range 0 to 1. This array is updated automatically when the `color` property is set.


> Source: [src/filters/Shadow.js#L100](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/Shadow.js#L100)  
Since: 4.0.0


---

### intensity

#### intensity: number


**Description:**

A multiplier for the overall shadow visibility. Higher values produce darker, more prominent shadows.


> Source: [src/filters/Shadow.js#L122](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/Shadow.js#L122)  
Since: 4.0.0


---

### power

#### power: number


**Description:**

An exponent applied to the shadow falloff curve. Higher values create sharper shadow edges; lower values create softer, more diffuse shadows.


> Source: [src/filters/Shadow.js#L90](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/Shadow.js#L90)  
Since: 4.0.0


---

### samples

#### samples: number


**Description:**

The number of samples that the shadow effect will run for.

This should be an integer with a minimum value of 1 and a maximum of 12.


> Source: [src/filters/Shadow.js#L111](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/Shadow.js#L111)  
Since: 4.0.0


---

### x

#### x: number


**Description:**

The horizontal offset of the shadow effect.


> Source: [src/filters/Shadow.js#L62](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/Shadow.js#L62)  
Since: 4.0.0


---

### y

#### y: number


**Description:**

The vertical offset of the shadow effect.


> Source: [src/filters/Shadow.js#L71](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/Shadow.js#L71)  
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 shadow effect extending beyond the original bounds of the filtered Game Object.


**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/Shadow.js#L167](https://github.com/phaserjs/phaser/blob/v4.0.0/src/filters/Shadow.js#L167)  
Since: 4.0.0


---

---

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