Phaser AE

Sprite alpha cutout

Free packv3.0.0-22DLook

Hard, crisp edges for the sprites that ask for them. A rotating pixel-art pickup or a swaying tree keeps its silhouette sharp however it is transformed, while everything else in the game stays smooth.

This is a Free pack. Every phaser.io account can use it in their games.

Released October 14, 2026 · updated October 19, 2026

Sprite alpha cutout: a screenshot of its demo
A note about these graphics

Expansion packs don't come with graphics. This screenshot is one way of drawing what the pack does, made for its demo: none of the sprites, tiles or backgrounds in it are in the pack.

That's by design. A pack is a game's logic, mechanics and effects, and it works with whatever art you give it. Some packs draw effects, backdrops or 3D scenes of their own, but none carries a game's sprites.

So the look is yours. Make the art on phaser.io, bring your own, or let your agent draw it in code: the same pack can look like anything.

What it does

A sprite drawn rotated, scaled by a non-whole factor or deformed has its edge pixels filtered, so pixel art grows a soft half-transparent fringe and foliage cut from a texture goes fuzzy. Give that sprite a cutout threshold and every pixel whose alpha is below it is dropped, and every pixel above it is drawn fully opaque: the alpha-test look of classic sprite hardware.

It is per object, not a game-wide switch. Composing the pack changes nothing until a sprite opts in, so a game can keep smooth filtering for its painted art and still give its rotating pixel-art sprites hard edges. It also combines with screen.pixelArt, which keeps texels square when magnified but does nothing for artwork whose own edge pixels are partly transparent.

Features

  • Per-sprite threshold — spawn({ cutout: { threshold: 0.5 } }), changed live through handle.cutout.threshold, and 0 turns it off.
  • Both backends — the WebGPU and WebGL2 sprite backends read it for ordinary and deformed sprites, in the world and on the screen.
  • Works with sprite effects — effects-2d honours it, so the body is cut while its outline or glow stays soft.
  • Tilemaps follow their owner — an aggregate such as a tilemap takes its owner object's threshold for every tile.

Good for

  • Retro games with rotating or scaling pixel art — a spinning pickup, a tilted character, a sprite that bends.
  • Foliage, grass, fences and chain-link cut from a texture, where a soft edge looks like a halo.
  • Characters with hair or cloth cut out of painted artwork.
  • Selected or powered-up sprites with a sharp body inside a soft glow.

Make it yours

The threshold is the combined alpha (texture times tint times object alpha) below which a pixel is dropped, so you can tune it per object: lower keeps more of the soft edge, higher cuts tighter. A game might give every rotating pixel-art enemy a threshold of 0.5 while its particles and text stay at 0, or set a lower threshold on a tree whose leaves should keep a little of their soft edge.

Good to know

  • It is an alpha test in the existing draw order, not a depth pass: it changes neither sorting nor batching.
  • Antialiased artwork loses its smooth edge by design, and soft shadows baked into the art become hard shapes.
  • A sprite wearing a custom shader from sprite-shaders ignores the threshold.
  • For 3D meshes, use the surface cutout in render-3d instead.

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