---
title: "Screen looks"
package: "@phaser-ae/post-looks"
tier: Free
version: 3.0.0-0
released: 2026-10-19
updated: 2026-10-19
description: "Eight full-screen looks for the post chain, from a curved CRT tube and scanlines to colour fringing, greyscale, pixelate, posterize, a vignette and a heat-haze wave."
url: https://phaser.io/packs/post-looks
site: Phaser - https://phaser.io
---

# Screen looks

Eight full-screen looks for the `post` chain: a curved CRT tube, scanlines, chromatic aberration, greyscale, pixelate,
posterize, a vignette and a wave. Compose the pack once and add any of them by name; every param changes live, so a
hit can flash the vignette red, a pause drain the colour, or a transition crunch the screen into blocks and back.

## What it does

Each look is one effect for the `post` chain, one fragment pass over the drawn world and under the HUD. You add them
with `game.post.add(name)` in the order they should apply, each reading what the one before it left. The usual order
is distortion first (`wave`, `pixelate`), then colour (`grayscale`, `posterize`), then `chroma`, then `vignette` or
`crt` last, so everything else is drawn on the tube.

Every param is a number, a colour or, for `chroma`, a direction, and `add` and `set` throw on a param a look does not
have or a value of the wrong kind. Because the handles are live, the looks double as game feel and transitions: tween
`chroma`'s `shift` back to 0 after a hit, `grayscale`'s `amount` up for a fade to grey, or `pixelate`'s `size` up and
down for a crunch. The `POST_LOOKS` helper lists each look's name, description and default params, for a picker.

## Features

- **`crt`** — the picture on a curved tube: barrel distortion, scanlines of any pitch, an optional phosphor mask, dark
  corners, rounded corners and a border colour round the picture.
- **`scanlines`** — dark horizontal bands over an undistorted picture, like an interlaced monitor or a tape.
- **`chroma`** — red pulled one way and blue the other, radial by default or along a direction you give.
- **`grayscale`** — the colour drained, from a slight mute to full black and white, with perceptual weights.
- **`pixelate`** — the screen snapped to square cells, each a weighted average so thin features do not vanish.
- **`posterize`** — each channel rounded to a few steps, for flat poster bands or a limited palette.
- **`vignette`** — darkened edges, or edges washed toward any colour, from a soft lens to a low-health tunnel.
- **`wave`** — slow sine waves in both axes, as if seen through water or heat haze.
- **Live params** — every look returns a handle whose params change on any frame.

## Good for

- **Retro arcade games** — the playfield on a curved CRT with scanlines and a phosphor mask, sitting in a window like
  a cabinet monitor.
- **Fake low-resolution art** — `pixelate` with `posterize` makes a smooth render read as an 8-bit one.
- **Action games** — a colour split on a hit and a red vignette on low health.
- **Pause, game-over and flashback screens** — a fade to grey.
- **Underwater, heat, drunk or dream sequences** — the whole screen swaying.
- **Scene transitions** — a pixel crunch out and back in, or a wave tweened up from still.

## Make it yours

Each look has a few params, all live: the CRT's `curve`, `scan`, `pitch`, `mask`, `vig`, `round` and `border`; the
vignette's `strength`, `radius` and `color`; the wave's amplitude, frequency and speeds; the cell size, the steps and
the split. Which looks you stack, and in what order, is the rest of the design.

Two very different uses: an arcade game adds one `crt` with a stronger curve, a coarser pitch, a phosphor mask, rounded
corners and a dark border, and leaves it on; an action game adds a `vignette` and a `chroma` at zero, then on every hit
sets the vignette's colour to dark red and pushes the split up, tweening both back down.

## A quick look

```ts
game.post.add('crt', { curve: 0.25, pitch: 3, mask: 0.35, round: 0.12, border: '#101014' });   // a cabinet monitor

const hit = game.post.add('chroma', { shift: 8 });   // tween shift back to 0 after a hit
const vig = game.post.add('vignette', { strength: 0.45 });
vig.set('color', '#5a0008');                          // the edge washes toward dark red
```

## Works with

- `post` — required; the chain that runs every look.
- `post-bloom`, `post-grade` and `post-grain` — bloom, a colour grade and film grain, each a pack of its own.
- `effects-2d` — a pixelate, wobble or glitch on one sprite rather than the screen.
- `world-screen` — the HUD layer that stays crisp above the looks.
- `tween` — to animate a param for a hit or a transition.

## Good to know

- Each look is a full-screen pass, so five looks are five passes; most read one texel a pixel, `chroma` three and
  `pixelate` five.
- The shapes are fixed: the CRT's barrel, the vignette's circle and the wave's sines. A look of your own is
  `registerPostEffect` in `post`.
- The CRT's curve crops a strip at each edge, so keep the HUD on `world-screen` or away from the edges, and do not
  stack it with `scanlines` or `vignette`, which it already includes.
- `pixelate`'s cells follow the screen, not the world, so a scrolling camera makes sprites shimmer through them;
  pixel art drawn crisp from the start is the manifest's `screen.pixelArt`.
- `posterize` makes a cube of colours, not a chosen palette, with no palette lookup or dithering.

---

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