---
title: "Blur"
docs: "Phaser v4.1.0"
url: https://phaser.io/oss/docs/api-documentation/class/filters-blur
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.

# Blur

The Blur Filter Controller.

This filter controller manages a blur effect.

A Gaussian blur is the result of blurring an image by a Gaussian function. It is a widely used effect, typically to reduce image noise and reduce detail. The visual effect of this blurring technique is a smooth blur resembling that of viewing the image through a translucent screen, distinctly different from the bokeh effect produced by an out-of-focus lens or the shadow of an object under usual illumination.

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

```js
const camera = this.cameras.main;

camera.filters.internal.addBlur();
camera.filters.external.addBlur();
```

**Constructor**

`new Blur(camera, [quality], [x], [y], [strength], [color], [steps])`

**Parameters**
| name | type | optional | default | description |
| ---- | ---- | -------- | ------- | ----------- |
| camera | [Phaser.Cameras.Scene2D.Camera](https://phaser.io/oss/docs/api-documentation/class/cameras-scene2d-camera.md) | No |  | The Camera that owns this filter. |
| quality | number | Yes | 0 | The quality of the blur effect. Can be either 0 for Low Quality, 1 for Medium Quality or 2 for High Quality. |
| x | number | Yes | 2 | The horizontal offset of the blur effect. |
| y | number | Yes | 2 | The vertical offset of the blur effect. |
| strength | number | Yes | 1 | The strength of the blur effect. |
| color | number | Yes | "0xffffff" | The color of the blur, as a hex value. |
| steps | number | Yes | 4 | The number of steps to run the blur effect for. This value should always be an integer. |

---


**Scope**: static


**Extends**

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



> Source: [src/filters/Blur.js#L10](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Blur.js#L10)  
Since: 4.0.0

## Inherited Members


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


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




---

## Public Members

### color

#### color: number


**Description:**

The color of the blur effect, as a packed RGB hex integer (e.g. `0xff0000` for red). This tints the blur samples, allowing colored bloom-style effects. Defaults to white (`0xffffff`), which produces a neutral blur with no tint.


> Source: [src/filters/Blur.js#L154](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Blur.js#L154)  
Since: 4.0.0


---

### glcolor

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


**Description:**

The internal gl color array.


> Source: [src/filters/Blur.js#L121](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Blur.js#L121)  
Since: 4.0.0


---

### quality

#### quality: number


**Description:**

The quality of the blur effect.

This can be:

0 for Low Quality 1 for Medium Quality 2 for High Quality

The higher the quality, the more complex the shader used, and the more processing time is spent on the GPU calculating the final blur. This value is used in conjunction with the `steps` value, as one has a direct impact on the other.

Keep this value as low as you can, while still achieving the desired effect you need for your game.


> Source: [src/filters/Blur.js#L60](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Blur.js#L60)  
Since: 4.0.0


---

### steps

#### steps: number


**Description:**

The number of steps to run the Blur effect for.

This value should always be an integer.

The higher the value, the smoother the blur, but at the cost of exponentially more gl operations.

Keep this to the lowest possible number you can have it, while still looking correct for your game.


> Source: [src/filters/Blur.js#L135](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Blur.js#L135)  
Since: 4.0.0


---

### strength

#### strength: number


**Description:**

The strength of the blur effect. This value is multiplied with the x and y offsets and the number of steps to determine the total blur radius. Increase this to make the blur more pronounced without changing the quality or step count.


> Source: [src/filters/Blur.js#L108](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Blur.js#L108)  
Since: 4.0.0


---

### x

#### x: number


**Description:**

The horizontal offset of the blur effect. This controls the distance between blur sample points along the x axis. A larger value increases the spread of the blur horizontally.


> Source: [src/filters/Blur.js#L84](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Blur.js#L84)  
Since: 4.0.0


---

### y

#### y: number


**Description:**

The vertical offset of the blur effect. This controls the distance between blur sample points along the y axis. A larger value increases the spread of the blur vertically.


> Source: [src/filters/Blur.js#L96](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Blur.js#L96)  
Since: 4.0.0


---

## Inherited Methods


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


 - [destroy](https://phaser.io/oss/docs/api-documentation/class/filters-controller.md#destroy)
 - [getPaddingCeil](https://phaser.io/oss/docs/api-documentation/class/filters-controller.md#getpaddingceil)
 - [setActive](https://phaser.io/oss/docs/api-documentation/class/filters-controller.md#setactive)
 - [setPaddingOverride](https://phaser.io/oss/docs/api-documentation/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. This accounts for the blur radius 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/class/geom-rectangle.md) - The padding Rectangle.


> Source: [src/filters/Blur.js#L183](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Blur.js#L183)  
Since: 4.0.0


---

---

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