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

# Mask

The Mask Filter Controller.

This filter controller manages a mask effect.

A mask uses a texture to hide parts of an input. It multiplies the color and alpha of the input by the alpha of the mask in the corresponding texel.

Masks can be inverted, which switches what they hide and what they show.

Masks can use either a texture or a GameObject. If a GameObject is used, the mask will render the GameObject to a DynamicTexture and use that. The mask will automatically update when the GameObject changes, unless the `autoUpdate` flag is set to `false`.

When the mask filter is used as an internal filter, the mask will match the object/view being filtered. This is useful for creating effects that follow the object, such as effects intended to match an animated sprite.

When the mask filter is used as an external filter, the mask will match the context of the camera. This is useful for creating effects that cover the entire view.

An optional `viewCamera` can be specified when creating the mask. If not used, mask objects will be viewed through the current camera, or through a default camera if no other option is set. For example, when rendering to a DynamicTexture outside the normal rendering flow.

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

```js
const camera = this.cameras.main;
const texture = 'MyMask';

camera.filters.internal.addMask(texture);
camera.filters.external.addMask(texture, true, myCamera);
```

**Constructor**

`new Mask(camera, [mask], [invert], [viewCamera], [viewTransform], [scaleFactor])`

**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. |
| mask | string \| [Phaser.GameObjects.GameObject](https://phaser.io/oss/docs/api-documentation/class/gameobjects-gameobject.md) | Yes | "'__WHITE'" | The source of the mask. This can be a unique string-based key of the texture to use for the mask, which must exist in the Texture Manager. Or it can be a GameObject, in which case the mask will render the GameObject to a DynamicTexture and use that. |
| invert | boolean | Yes | false | Whether to invert the mask. |
| viewCamera | [Phaser.Cameras.Scene2D.Camera](https://phaser.io/oss/docs/api-documentation/class/cameras-scene2d-camera.md) | Yes |  | The Camera to use when rendering the mask with a GameObject. If not specified, uses the scene's `main` camera. |
| viewTransform | 'local' \| 'world' | Yes | "'world'" | The transform to use when rendering the mask with a GameObject. 'local' uses the GameObject's own properties. 'world' uses the GameObject's `parentContainer` value to compute a world position. |
| scaleFactor | number | Yes | 1 | The scale factor to apply to the underlying mask texture. Can be used to balance memory usage and needed mask precision. This just adjusts the size of the texture; you must also adjust mask size to match, e.g. if scaleFactor is 0.5, your mask might be a Container with scale 0.5. It's easy to make things complicated when combining scale factor, object transform, and camera transform, so try to be precise when using this option. |

---


**Scope**: static


**Extends**

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



> Source: [src/filters/Mask.js#L11](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Mask.js#L11)  
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

### autoUpdate

#### autoUpdate: boolean


**Description:**

Whether the mask should automatically update. This only applies when the mask is a GameObject. If `false`, the mask will not change even if the GameObject changes.


> Source: [src/filters/Mask.js#L120](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Mask.js#L120)  
Since: 4.0.0


---

### glTexture

#### glTexture: [Phaser.Renderer.WebGL.Wrappers.WebGLTextureWrapper](https://phaser.io/oss/docs/api-documentation/class/renderer-webgl-wrappers-webgltexturewrapper.md)


**Description:**

The underlying texture used for the mask.


> Source: [src/filters/Mask.js#L77](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Mask.js#L77)  
Since: 4.0.0


---

### invert

#### invert: boolean


**Description:**

Whether to invert the mask. An inverted mask switches what it hides and what it shows.


> Source: [src/filters/Mask.js#L109](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Mask.js#L109)  
Since: 4.0.0


---

### maskGameObject

#### maskGameObject: [Phaser.GameObjects.GameObject](https://phaser.io/oss/docs/api-documentation/class/gameobjects-gameobject.md)


**Description:**

The GameObject used for the mask. This is only set if the mask is a GameObject.


> Source: [src/filters/Mask.js#L98](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Mask.js#L98)  
Since: 4.0.0


---

### needsUpdate

#### needsUpdate: boolean


**Description:**

Whether the mask needs updating, once. This only applies when the mask is a GameObject. If `true`, the mask will be updated before the next render. This is automatically set to `true` when the mask is a GameObject, but it turns off after the mask is updated.


> Source: [src/filters/Mask.js#L132](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Mask.js#L132)  
Since: 4.0.0


---

### scaleFactor

#### scaleFactor: number


**Description:**

The scale factor to apply to the underlying mask texture. A value less than 1 reduces the texture resolution to save memory at the cost of mask precision. A value greater than 1 increases resolution for sharper masking but uses more memory. When changing this value, you must also scale the mask GameObject or Container to match, so that its rendered output fills the texture correctly.


> Source: [src/filters/Mask.js#L170](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Mask.js#L170)  
Since: 4.0.0


---

### viewCamera

#### viewCamera: [Phaser.Cameras.Scene2D.Camera](https://phaser.io/oss/docs/api-documentation/class/cameras-scene2d-camera.md)


**Description:**

The Camera to use when rendering the mask. If not specified, uses the currently rendering camera, or failing that, an internal Camera.


> Source: [src/filters/Mask.js#L159](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Mask.js#L159)  
Since: 4.0.0


---

### viewTransform

#### viewTransform: 'local', 'world'


**Description:**

The transform type to use when rendering the mask with a GameObject. 'local' uses the GameObject's own properties. 'world' uses the GameObject's `parentContainer` value to compute a world position. This only applies when the mask is a GameObject.


> Source: [src/filters/Mask.js#L146](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Mask.js#L146)  
Since: 4.0.0


---

## Inherited Methods


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


 - [getPadding](https://phaser.io/oss/docs/api-documentation/class/filters-controller.md#getpadding)
 - [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

### destroy

#### \<instance> destroy()


**Description:**

Destroys this filter, releasing all references and resources.

If a dynamic texture was created for a mask GameObject, it will also be destroyed.


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


> Source: [src/filters/Mask.js#L294](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Mask.js#L294)  
Since: 4.0.0


---

### setGameObject

#### \<instance> setGameObject(gameObject)


**Description:**

Sets the GameObject used for the mask. The GameObject will be rendered to an internal DynamicTexture on the next render pass. Setting a new GameObject also sets `needsUpdate` to `true`, ensuring the texture is refreshed before the next frame is drawn.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| gameObject | [Phaser.GameObjects.GameObject](https://phaser.io/oss/docs/api-documentation/class/gameobjects-gameobject.md) | No | The GameObject to use for the mask. |


**Returns:** [Phaser.Filters.Mask](https://phaser.io/oss/docs/api-documentation/class/filters-mask.md) - This Filter Controller.


> Source: [src/filters/Mask.js#L246](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Mask.js#L246)  
Since: 4.0.0


---

### setTexture

#### \<instance> setTexture([texture])


**Description:**

Sets a static texture to use as the mask, looked up by key from the Texture Manager. Any previously assigned mask GameObject is cleared. Unlike a GameObject mask, a static texture mask does not update automatically between frames.

**Parameters:**
| name | type | optional | default | description |
| ---- | ---- | -------- | ------- | ----------- |
| texture | string | Yes | "'__WHITE'" | The unique string-based key of the texture to use for the mask, which must exist in the Texture Manager. |


**Returns:** [Phaser.Filters.Mask](https://phaser.io/oss/docs/api-documentation/class/filters-mask.md) - This Filter Controller.


> Source: [src/filters/Mask.js#L270](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Mask.js#L270)  
Since: 4.0.0


---

### updateDynamicTexture

#### \<instance> updateDynamicTexture(width, height)


**Description:**

Updates the DynamicTexture for the mask. The DynamicTexture is created or resized if necessary. This is called automatically during rendering when the mask is a GameObject and the `needsUpdate` or `autoUpdate` flags are set. It should not be called directly.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| width | number | No | The width of the DynamicTexture. |
| height | number | No | The height of the DynamicTexture. |


> Source: [src/filters/Mask.js#L195](https://github.com/phaserjs/phaser/blob/v4.1.0/src/filters/Mask.js#L195)  
Since: 4.0.0


---

---

## For AI agents: Phaser AE

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- **Phaser AE in the browser** (https://phaser.io/agent): the game's design, and a crew of bots that make its art, sprites, music, sound effects, logos, title screens, game UI, textures, shaders, 3D models and video, then build, test and publish the game. Every tool there is registered with Web MCP (`document.modelContext`, with `window.phaserDesk` for browsers without it), so an agent in the user's browser can call the tools directly once the user is signed in. Tools that make something spend the user's credits.
- **The CLI** (https://phaser.io/cli): `npx -y @phaser-ae/cli` builds the game on the user's own machine with their own coding agent (Claude Code, Codex, Cursor and others). In a game's folder every command is an npm script.
- **Expansion packs** (https://phaser.io/packs): 358 packs in 20 families (163 free, 195 Pro) that every game is built from, on the Phaser AE kernel (https://phaser.io/kernel).
- **Credits** (https://phaser.io/credits): what the desk's tools spend. Bought in packs, with no plan needed.
- **Pro** (https://phaser.io/pricing): $20 a month for every pack, 8,000 credits a month, new packs early, and bonus credits every time the user tops up (only Pro subscribers get them). Nobody needs a plan to start: credits can be bought as they're needed. Or Pro for 30 days for 8,000 credits, without subscribing. Teams, for studios, is on its way: https://phaser.io/contact?about=teams.
- **An account**: sign in with Google, GitHub or Microsoft at https://phaser.io/login. Games made on any plan can be published and sold.

Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
