v4-new-features
Use this skill when learning about new features, game objects, components, and rendering capabilities added in Phaser 4. Covers Filters, RenderNodes, CaptureFrame, Gradient, Noise, SpriteGPULayer, TilemapGPULayer, Lighting component, RenderSteps, and new tint modes. Triggers on: new in v4, Phaser 4
By phaserjs · 650 installs
npx skills add phaserjs/phaser --skill v4-new-features
Source repository · Upstream listing
Phaser 4 New Features
New features and capabilities in Phaser 4: Filters (replacing FX/BitmapMask), RenderNodes (replacing Pipelines), CaptureFrame, Gradient, Noise game objects, SpriteGPULayer, TilemapGPULayer, Lighting component, RenderSteps, and new tint modes.
Related skills: ../v3 to v4 migration/SKILL.md, ../filters and postfx/SKILL.md, ../game object components/SKILL.md, ../tilemaps/SKILL.md
Migrating from v3? See the [v3 to v4 Migration Guide](../v3 to v4 migration/SKILL.md) for step by step code changes, removed APIs, and a migration checklist.
Overview: What Changed in v4
Phaser 4 is a complete overhaul of the WebGL rendering engine. The v3 renderer let each subsystem manage WebGL state independently, causing conflicts (e.g. certain FX breaking Masks). v4 centralizes WebGL state management through a RenderNode graph, where each node handles exactly one rendering task.
Key Removals
v3 Feature v4 Replacement
Pipeline RenderNode (per task rendering nodes)
FX ( preFX / postFX ) Filters ( filters.internal / filters.external )
BitmapMask FilterMask (via filters system)
GeometryMask (WebGL) FilterMask (Canvas still uses GeometryMask)
Derived FX: Bloom, Circle, Gradient, Shine Actions ( AddEffectBloom , AddEffectShine , AddMaskShape ) or GameObjects
Mesh and Plane Removed (proper 3D planned for future)
Point Use Vector2 instead
Key Additions
New GameObjects : CaptureFrame , Gradient , Noise , NoiseCell2D/3D/4D , NoiseSimplex2D/3D , SpriteGPULayer , Stamp , TilemapGPULayer
New Components : Lighting , RenderSteps , RenderNodes
New Tint Modes : MULTIPLY , FILL , ADD , SCREEN , OVERLAY , HARD LIGHT
New Filters : Blend, Blocky, CombineColorMatrix, GradientMap, ImageLight, Key, Mask, NormalTools, PanoramaBlur, ParallelFilters, Quantize, Sampler, Threshold
GL Orientation : v4 uses standard GL orientation (Y=0 at bottom for textures)
Filters System (Replacing FX and BitmapMask)
Full reference: filters and postfx.md
Filters unify the v3 FX and Mask systems. Every filter takes an input image and produces an output image via a shader pass. Filters can be applied to any game object or camera v3 had restrictions on which objects supported FX.
Internal vs External : Internal filters run before the camera transform (object local space, cheaper). External filters run after (screen space, full resolution).
RenderNodes (Replacing Pipelines)
In v3, a Pipeline was a rendering system that often handled multiple responsibilities. In v4, each RenderNode handles a single rendering task via its run() method. Some nodes also have a batch() method to accumulate state before drawing.
Architecture
The RenderNodeManager (on the WebGL renderer) owns all render nodes. Game objects reference nodes through role based maps.
Setting Custom RenderNodes
Built in RenderNode Types
Batch Handlers (accumulate and draw multiple objects per draw call):
BatchHandlerQuad standard quad batching (Image, Sprite, BitmapText, etc.)
BatchHandlerQuadSingle single quad variant
BatchHandlerTileSprite TileSprite batching
BatchHandlerTriFlat flat triangle batching (Graphics, Shape)
BatchHandlerPointLight point light batching
BatchHandlerStrip triangle strip batching
Submitters (coordinate rendering per object type):
SubmitterQuad , SubmitterTile , SubmitterTileSprite
SubmitterSpriteGPULayer , SubmitterTilemapGPULayer
Transformers (compute vertex positions):
TransformerImage , TransformerStamp , TransformerTile , TransformerTileSprite
Texturers (manage texture binding):
TexturerImage , TexturerTileSprite
Filters (post processing see filters and postfx.md ):
BaseFilter , BaseFilterShader
FilterBarrel , FilterBlend , FilterBlocky , FilterBlur (Low/Med/High variants)
FilterBokeh , FilterColorMatrix , FilterCombineColorMatrix
FilterDisplacement , FilterGlow , FilterGradientMap , FilterImageLight
FilterKey , FilterMask , FilterNormalTools , FilterPanoramaBlur
FilterParallelFilters , FilterPixelate , FilterQuantize
FilterSampler , FilterShadow , FilterThreshold , FilterVignette , FilterWipe
Other :
Camera , FillCamera , FillRect , FillPath , FillTri
DrawLine , StrokePath , ShaderQuad
ListCompositor , RebindContext , YieldContext
DynamicTextureHandler
Extending: Custom RenderNodes
New Game Objects
CaptureFrame
Captures the current framebuffer contents to a texture at the point in the display list where it sits. Does not render anything itself. WebGL only.
Key details:
Requires camera.setForceComposite(true) or a framebuffer context (Filters, DynamicTexture, camera with partial alpha)
Inside a Container with filters, captures only that Container's contents
Setting visible = false stops capturing
Components: BlendMode, Depth, RenderNodes, Visible
Source : src/gameobjects/captureframe/CaptureFrame.js
Gradient
Displays GPU rendered color gradients. Extends Shader . Supports linear, radial, and other shape modes with configurable ColorRamp containing ColorBand objects.
Key details:
Config: GradientQuadConfig with bands , shapeMode , repeatMode , start , shape , dither
Colors defined via ColorRamp with ColorBand objects (supports HSV, various interpolation modes)
Call gradient.ramp.encode() after modifying ramp data at runtime
Source : src/gameobjects/gradient/Gradient.js
Noise Game Objects
All noise types extend Shader and are WebGL only. Six variants available:
Type Factory Description
Noise this.add.noise() White noise (random hash based)
NoiseCell2D this.add.noiseCell2D() 2D cellular/Worley/Voronoi noise
NoiseCell3D this.add.noiseCell3D() 3D cellular noise (Z axis slicing for animation)
NoiseCell4D this.add.noiseCell4D() 4D cellular noise (Z+W axis slicing)
NoiseSimplex2D this.add.noiseSimplex2D() 2D simplex/gradient noise (clouds, fire, water)
NoiseSimplex3D this.add.noiseSimplex3D() 3D simplex noise
Common properties across noise types:
noiseOffset [x, y] array to scroll the pattern
noisePower sculpt output levels (higher suppresses high values)
noiseNormalMap output normal map (for lighting integration)
noiseIterations detail level (cellular/simplex types)
Math equivalents : Phaser.Math.Hash() , Phaser.Math.HashCell() , Phaser.Math.HashSimplex()
Source : src/gameobjects/noise/
SpriteGPULayer
Renders very large numbers of quads (up to millions) in a single draw call by storing data in a static GPU buffer. Up to 100x faster than individual sprites. WebGL only.
Key details:
Single texture only (no multi atlas), single image per layer
Members support tween like animations (fade, bounce, wave, color shift) defined at creation
Updating buffer contents is expensive populate once, leave unchanged
Power of two textures recommended for pixel art to avoid seaming
"Remove" members visually by setting scaleX/scaleY/alpha to 0 (avoids buffer rebuild)
Components: Alpha, BlendMode, Depth, ElapseTimer, Lighting, Mask, RenderNodes, TextureCrop, Visible
Source : src/gameobjects/spritegpulayer/SpriteGPULayer.js
New Components
Full component reference: game object components.md
Lighting Component
Replaces the v3 approach of assigning a lighting pipeline. WebGL only.
Supported on : BitmapText, Blitter, Graphics, Shape, Image, Sprite, Particles, SpriteGPULayer, Stamp, Text, TileSprite, Video, TilemapLayer, TilemapGPULayer.
Batching note : Lighting changes the shader, which breaks batches. Group lit objects together and unlit objects together for best performance.
Source : src/gameobjects/components/Lighting.js
RenderSteps Component
Allows injecting custom logic into the render process of a game object. WebGL only. The Filters system uses RenderSteps internally.
Key details:
Steps are stored in renderSteps array, executed via renderWebGLStep()
First step runs first and is responsible for calling subsequent steps
This is how Filters defer and control the renderWebGL flow
Source : src/gameobjects/components/RenderSteps.js
RenderNodes Component
Provides defaultRenderNodes , customRenderNodes , and renderNodeData maps on game objects. See the RenderNodes section above for usage.
Source : src/gameobjects/components/RenderNodes.js
TilemapGPULayer
Full tilemap reference: tilemaps.md
High performance GPU based tilemap rendering. Renders the entire layer as a single quad via a specialized shader. WebGL only.
Capabilities:
Single tileset with single texture image
Maximum 4096x4096 tiles, up to 2^23 unique tile IDs
Tile flipping and animation supported
Orthographic tilemaps only (no isometric/hexagonal)
Perfect texture filtering in LINEAR mode (no tile seams)
Cost is per pixel, not per tile no performance loss with many visible tiles
Restrictions:
Cannot use multiple tilesets
Editing requires manual generateLayerDataTexture() call to update
Orthographic only
Internal data : Tile data stored in a texture (4 bytes/tile: 2 flip bits, 1 animation bit, 1 unused, 28 bit tile index). Animation data in a separate texture.
Source : src/tilemaps/TilemapGPULayer.js
For detailed configuration options, API reference tables, and source file maps, see [the reference guide](references/REFERENCE.md).