---
title: "Additive Blend Highlighting"
description: "Demonstrates creating glow and highlight effects by applying additive blend filters to Render Textures, including color channel manipulation and tweening filter intensity."
phaser: "4.1.0"
size: "1280x720"
files: 1
url: https://phaser.io/oss/examples/v4.1.0/filters/blend/view/blend-add-highlight-object
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.

# 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.

A Phaser 4.1.0 example in [Filters](https://phaser.io/oss/examples/v4.1.0/filters.md). It runs at 1280 × 720, and loads its assets from https://cdn.phaserfiles.com/v410. See it running, with its code, at https://phaser.io/oss/examples/v4.1.0/filters/blend/view/blend-add-highlight-object.

To run it, load Phaser 4.1.0 (`https://cdn.jsdelivr.net/npm/phaser@4.1.0/dist/phaser.min.js`), then the file, on a page with a `<div id="game-container">`.

## Code

### blend add highlight object.js

```js
class Example extends Phaser.Scene
{
    image;

    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
        this.load.image('bg', 'assets/pics/shadow-of-the-beast2-karamoon.png');
        this.load.atlas('diamond', 'assets/animations/diamond.png', 'assets/animations/diamond.json');
    }

    create ()
    {
        this.add.image(640, 360, 'bg')
        .setDisplaySize(1280, 720);

        this.anims.create({
            key: 'diamond',
            frames: this.anims.generateFrameNames('diamond', { prefix: 'diamond_', end: 15, zeroPad: 4 }),
            repeat: -1
        });

        const updaters = [];

        // Create an off-screen sprite to render the diamond animation to a texture.
        const diamond = this.make.sprite({
            key: 'diamond'
        });
        diamond.play('diamond');

        // Render diamond to a texture so we can use it easily.
        const renderDiamond = this.add.renderTexture(640, 128, 64, 64);
        renderDiamond.saveTexture('diamondOut');

        // Update the render texture.
        this.updateRenderDiamond = () => {
            renderDiamond.clear();
            renderDiamond.draw(diamond, diamond.width / 2, diamond.height);
            renderDiamond.render();

            updaters.forEach(fn => fn());
        };

        // Create a blend filter.
        renderDiamond.enableFilters();
        const blend = renderDiamond.filters.internal.addBlend('diamondOut', Phaser.BlendModes.ADD, 0);

        // Tween the blend amount.
        this.tweens.add({
            targets: blend,
            amount: 2,
            duration: 1000,
            yoyo: true,
            repeat: -1
        });

        // Create a function to add a blended diamond using the same texture.
        const addBlendedDiamond = (x, y, color) => {
            const diamond = this.add.sprite(x, y, 'diamondOut');
            diamond.enableFilters();
            const newBlend = diamond.filters.internal.addBlend('diamondOut', Phaser.BlendModes.ADD, 0, color);

            // Update the blend abount based on the first box.
            updaters.push(() => {
                newBlend.amount = blend.amount;
            });
        };

        // Accentuate just the red channel.
        addBlendedDiamond(340, 512, [1, 0, 0, 1]);

        // Invert the blue channel, and accentuate the red, to create an orange gem.
        addBlendedDiamond(940, 512, [1, 0, -1, 1]);

        // Add more un-blended diamonds.
        this.add.sprite(540, 192, 'diamond').play('diamond');
        this.add.sprite(740, 192, 'diamond').play('diamond');

        this.add.sprite(340, 512 - 64, 'diamond').play('diamond');
        this.add.sprite(340 + 96, 512 + 64, 'diamond').play('diamond');

        this.add.sprite(940, 512 - 64, 'diamond').play('diamond');
        this.add.sprite(940 - 96, 512 + 64, 'diamond').play('diamond');
    }

    update ()
    {
        this.updateRenderDiamond();
    }
}

const config = {
    scale: { mode: Phaser.Scale.FIT },
    type: Phaser.WEBGL,
    width: 1280,
    height: 720,
    parent: 'game-container',
    scene: Example
};

const game = new Phaser.Game(config);
```

## More in Filters

- [Blocky Pixel Filter](https://phaser.io/oss/examples/v4.1.0/filters/blocky/view/blocky-pixels.md): 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](https://phaser.io/oss/examples/v4.1.0/filters/bloom/view/destroy-planet-bloom-filter.md): 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](https://phaser.io/oss/examples/v4.1.0/filters/parallel%20filters/view/bloom-with-parallel-filters.md): 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](https://phaser.io/oss/examples/v4.1.0/filters/combine%20color%20matrix/view/combine-color-matrix.md): 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](https://phaser.io/oss/examples/v4.1.0/filters/view/composite-alpha-demo.md): 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](https://phaser.io/oss/examples/v4.1.0/filters/view/custom-filter.md): 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](https://phaser.io/oss/examples/v4.1.0/filters/view/custom-filter-with-image-input.md): 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](https://phaser.io/oss/examples/v4.1.0/filters/view/custom-shine-filter.md): 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](https://phaser.io/oss/examples/v4.1.0/filters/view/custom-shine-filter-with-progress-control.md): Demonstrates applying a custom shine filter to an image and manually controlling its animation progress using a tween.
- [Filter Sampler](https://phaser.io/oss/examples/v4.1.0/filters/sampler/view/sampler.md): 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](https://phaser.io/oss/examples/v4.1.0/filters/panorama%20blur/view/panorama-blur.md): 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](https://phaser.io/oss/examples/v4.1.0/filters/view/auto-focus-filter-demo.md): Demonstrates how filters automatically adapt to transformed Game Objects. This example applies color shifts and dynamic motion blur to multiple rotating and moving sprites.
- [All 14 examples in Filters](https://phaser.io/oss/examples/v4.1.0/filters.md)

---

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