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Phaser 4.1.0
Phaser 4 examples
Filters
78
examples
17
folders
Folders
17
Barrel
4 examples
Blur
2 examples
Bokeh
2 examples
Colormatrix
2 examples
Custom Wipe Filter
5 examples
Displacement
3 examples
Glow
7 examples
Gradient Map
2 examples
Image Light
4 examples
Key
2 examples
Mask
2 examples
Normal Tools
3 examples
Pixelate
4 examples
Quantize
2 examples
Shadow
2 examples
Vignette
6 examples
Wipe
12 examples
Examples
14
Additive Blend Highlighting
Demonstrates creating glow and highlight effects by applying additive blend filters to Render Textures, including color channel manipulation and tweening filter intensity.
Blocky Pixel Filter
Demonstrates applying a pixelation effect to the camera using the Blocky filter, including how to toggle the effect active state via user input.
Bloom Filter Impact Effect
Demonstrates how to apply and animate a bloom filter on game objects. When a bullet hits the planet, a tween increases the bloom's blur strength to create a glowing impact visual.
Bloom with Parallel Filters
Demonstrates how to create a custom bloom effect by processing a camera through parallel filter tracks, applying threshold and blur filters to one track, and blending it back using additive blending.
Combine Color Matrix Alpha Transfer
Demonstrates how to use the Combine Color Matrix filter to map the brightness data of one texture onto the alpha channel of another, including how to invert the resulting alpha.
Container Composite Alpha
Demonstrates the difference between standard alpha and composite alpha in containers. Setting 'filtersForceComposite' ensures a container renders as a flattened layer, preventing overlapping child elements from showing through each other.
Creating a Custom Shader Filter
Demonstrates how to create and apply a custom WebGL filter by defining a fragment shader, a Filter Controller, and a RenderNode to convert a bump map into a normal map in real-time.
Custom Filter with Secondary Texture Input
This example demonstrates how to create a multi-pass custom filter that uses a secondary image as a strength map to selectively control blur intensity across a Game Object.
Custom Shine Filter
Learn how to apply a custom external shine filter effect to a Game Object using a specialized render node controller.
Custom Shine Filter with Progress Control
Demonstrates applying a custom shine filter to an image and manually controlling its animation progress using a tween.
Filter Sampler
Demonstrates how to use the Sampler filter to retrieve color data from a specific pixel coordinate on an image, using the result to update the game background color.
Panorama Blur Filter
Use the Panorama Blur filter to pre-render blurred environment maps and apply them to normal-mapped sprites via the Image Light filter.
Sprite Filter Auto-Focus
Demonstrates how filters automatically adapt to transformed Game Objects. This example applies color shifts and dynamic motion blur to multiple rotating and moving sprites.
Threshold Filter
Apply a threshold filter to a particle emitter to create high-contrast, sharp-edged visual effects.