---
title: "Sprite shaders"
package: "@phaser-ae/sprite-shaders"
tier: Free
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-20
description: "Runs your own WGSL shader over one sprite and a margin around it, so flames, glows, frost and electric arcs can reach past its outline."
url: https://phaser.io/packs/sprite-shaders
site: Phaser - https://phaser.io
---

# Sprite shaders

A shader of your own on one sprite, run over the sprite and a margin around it so the effect can reach past the
outline: flames rising off the hero's head, a glow in the pickup's own shape, arcs crackling round a sword. Eight
recipes come ready, and each shader is a handle you can ease, show and hide on the game clock.

## What it does

`game.spriteShaders.add(sprite, def)` draws a sprite through a definition: a name, a WGSL snippet, up to sixteen
params, up to four colours and a `pad`, the margin the snippet may draw into. The snippet runs for every pixel of the
padded quad. It reads the sprite through `srcAt` and `alphaAt`, probes for its outline with `edgeAt` and takes a soft
silhouette with `blurAt`, and leaves the sprite's whole new look, margin included, in `color`. The sprite keeps its
sorted place and follows its own position, rotation, mirroring, tint, alpha and parent; a mirrored sprite still has
its flames rising and its shine travelling the right way on screen.

The handle makes the shader part of play. `set` changes params and colours live, checked before anything changes;
`tween` eases them on the game clock, pausing with the game and taking over a running tween without a jump; `show`
and `hide` fade between the effect and the plain sprite. Hidden and settled, the sprite goes back to the renderer's
own sprite path and costs nothing. A snippet that reads `fade` fades itself, which is why the burning recipe shrinks
its flames to nothing rather than turning them grey.

Definitions are checked before they draw. `checkSpriteShader` names the problem in one sentence with no GPU, so a
tool or a model that writes a shader can test it first, and `add` refuses a snippet the WebGL2 translator cannot
take, so what you see on WebGPU is what every player sees. Headless, in a replay or a test, every value and tween
runs and nothing is drawn.

## Features

- **Eight recipes** — `glow`, `burning`, `frozen`, `electric`, `embers`, `hologram`, `gold` and `damage`, in
  `SPRITE_SHADER_RECIPES`, to add as they are or copy and change.
- **Room past the outline** — a `pad` for every side, as a fraction of the sprite's size or in world units, so flames
  get room above and none below.
- **Silhouette helpers** — `srcAt`, `alphaAt`, `edgeAt` and `blurAt` read the sprite and never a neighbouring atlas
  frame.
- **Noise built in** — the same hash, value noise and four-octave fbm as `backdrops`.
- **Live params and colours** — up to sixteen and four, set at `add` or later, and checked by name.
- **Tweens and fades on the game clock** — they pause with the game and slow with its time scale.
- **Keeps the sprite's place** — sort order, position, rotation, mirroring, tint, alpha and parent.
- **Checked up front** — `checkSpriteShader` before drawing, and `failure(name)` for a device's compile error.
- **Same picture on both backends** — WebGPU, and WebGL2 through the translator.

## Good for

- **Power-ups** — a hero bursting into flame or wrapped in electric arcs while the power lasts.
- **Boss states** — an enraged glow, a frozen phase, and a damage pulse that eases in and out rather than strobing.
- **Key items and pickups** — a breathing aura in the item's own shape, or a gold shine sweeping across it.
- **Deaths and exits** — a sprite that burns away into rising embers as you tween its `amount`.
- **Sci-fi characters** — a projected hologram with drifting scanlines and a slow bright sweep.
- **Tools and generated content** — a shader a tool or a model wrote, checked before it reaches the screen.

## Make it yours

Add a recipe as it is, override its params and colours when you add it, tween them in play, or copy its code and
change it. A shader of your own is a few lines of WGSL with named params and colours, and its `pad` can be one number
for every side or set side by side.

Two very different uses: every hit on the player tweens the `damage` recipe's `hit` param up and back down, so the
flash eases in and out rather than blinking; a boss gets `frozen` for one phase, shown over a second as the ice forms
and hidden again when it thaws, handing the sprite back to the plain path.

## A quick look

Fire on the hero, tuned live, eased down and faded out:

```ts
import { SPRITE_SHADER_RECIPES } from '@phaser-ae/sprite-shaders';

const fire = game.spriteShaders.add(hero, SPRITE_SHADER_RECIPES.burning, { params: { height: 0.6 } });
fire.set({ params: { heat: 1.4 }, colors: { flame: '#ff6a00' } });   // live; throws on an unknown name
await fire.tween({ height: 0.3 }, { duration: 1.2, ease: 'easeOutCubic' });
await fire.hide({ duration: 0.6 });   // back to the plain sprite, which then costs nothing
```

## Works with

- `render-auto` — or `render-webgpu` or `render-webgl2`: the renderer's hand-off keeps the sprite in its sorted place.
- `effects-2d` — eleven built-in looks that suit many sprites; a sprite carries one or the other, the one set last.
- `post` — for a look over the whole frame.
- `backdrops` — for a full-screen or overlay shader.
- `mesh-shaders` — the same idea on a 3D object.

## Good to know

- A sprite with a shader leaves the batch: one draw call of its own over its padded quad, and `edgeAt` and `blurAt`
  read 25 texels each. Right for a few heroes, bosses and pickups, wrong for a crowd.
- On WebGPU the first frame or two draw the plain sprite while a new snippet compiles, so the game never stalls on it.
- While a shader is on, the sprite's deform, texture tiling and `sprite-cutout` threshold are not applied; its blend
  mode is.
- Sizes and radii are world units, not screen pixels: use fractions of `size` for an effect that scales with the
  sprite.
- It is 2D only.

---

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