pixijs-filters
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ChineseAttach visual effects by assigning one filter (or an array for chaining) to . Built-in filters cover blur, color matrix, displacement, alpha, and noise; custom filters wrap a GLSL/WGSL fragment shader via .
container.filtersFilter.from(...)通过给赋值单个滤镜(或数组实现链式效果)来添加视觉效果。内置滤镜包含模糊、颜色矩阵、位移、透明度和噪点效果;自定义滤镜可通过封装GLSL/WGSL片段着色器。
container.filtersFilter.from(...)Quick Start
快速开始
ts
const sprite = new Sprite(await Assets.load("hero.png"));
app.stage.addChild(sprite);
const blur = new BlurFilter({ strength: 4, quality: 4 });
const colorMatrix = new ColorMatrixFilter();
colorMatrix.brightness(1.2, false);
sprite.filters = [blur, colorMatrix];
const container = new Container();
container.filters = [new BlurFilter({ strength: 2 })];
container.filterArea = new Rectangle(0, 0, 800, 600);
app.stage.addChild(container);Related skills: (shader internals, uniform types), (composing with filters), (filter tuning, filterArea).
pixijs-custom-renderingpixijs-blend-modespixijs-performancets
const sprite = new Sprite(await Assets.load("hero.png"));
app.stage.addChild(sprite);
const blur = new BlurFilter({ strength: 4, quality: 4 });
const colorMatrix = new ColorMatrixFilter();
colorMatrix.brightness(1.2, false);
sprite.filters = [blur, colorMatrix];
const container = new Container();
container.filters = [new BlurFilter({ strength: 2 })];
container.filterArea = new Rectangle(0, 0, 800, 600);
app.stage.addChild(container);相关技能: (着色器内部机制、uniform类型)、(与滤镜组合使用)、(滤镜调优、filterArea)。
pixijs-custom-renderingpixijs-blend-modespixijs-performanceCore Patterns
核心模式
Built-in filters
内置滤镜
ts
import {
AlphaFilter,
BlurFilter,
ColorMatrixFilter,
DisplacementFilter,
NoiseFilter,
Assets,
Sprite,
} from "pixi.js";
// Alpha (uniform transparency without per-child layering)
const alpha = new AlphaFilter({ alpha: 0.5 });
// Blur — strength/quality are uniform; strengthX/strengthY split axes;
// kernelSize must be odd (5, 7, 9, ... 15); repeatEdgePixels avoids transparent edges
const blur = new BlurFilter({
strength: 4,
quality: 4,
kernelSize: 5,
repeatEdgePixels: false,
});
// Color matrix — brightness is one of many presets. Others: tint, hue,
// contrast, saturate, desaturate, greyscale/grayscale, blackAndWhite,
// negative, sepia, technicolor, polaroid, kodachrome, browni, vintage,
// colorTone, night, predator, lsd, reset. Direct access via
// `colorMatrix.matrix` (20-element array) and `colorMatrix.alpha` (blend
// between original and transformed).
const colorMatrix = new ColorMatrixFilter();
colorMatrix.brightness(1.5, false);
colorMatrix.contrast(0.5, true); // multiply stacks on top of existing matrix
colorMatrix.alpha = 0.7; // blend at 70% strength
// Displacement — scale is a number or PointData
const displacementTexture = await Assets.load("displacement_map.png");
const displacementSprite = new Sprite(displacementTexture);
const displacement = new DisplacementFilter({
sprite: displacementSprite,
scale: { x: 20, y: 10 },
});
// Noise — seed is an arbitrary number that determines the noise pattern; same seed reproduces the same pattern
const noise = new NoiseFilter({ noise: 0.5, seed: Math.random() });
sprite.filters = [blur, colorMatrix];ts
import {
AlphaFilter,
BlurFilter,
ColorMatrixFilter,
DisplacementFilter,
NoiseFilter,
Assets,
Sprite,
} from "pixi.js";
// Alpha(统一透明度,无需子元素分层设置)
const alpha = new AlphaFilter({ alpha: 0.5 });
// 模糊滤镜 — strength/quality为统一参数;strengthX/strengthY可分别设置轴向;
// kernelSize必须为奇数(5、7、9……15);repeatEdgePixels可避免边缘透明
const blur = new BlurFilter({
strength: 4,
quality: 4,
kernelSize: 5,
repeatEdgePixels: false,
});
// 颜色矩阵滤镜 — brightness是众多预设之一。其他预设包括:tint、hue、
// contrast、saturate、desaturate、greyscale/grayscale、blackAndWhite、
// negative、sepia、technicolor、polaroid、kodachrome、browni、vintage、
// colorTone、night、predator、lsd、reset。可通过
// `colorMatrix.matrix`(20元素数组)和`colorMatrix.alpha`(原始效果与转换效果的混合度)直接调整参数。
const colorMatrix = new ColorMatrixFilter();
colorMatrix.brightness(1.5, false);
colorMatrix.contrast(0.5, true); // 叠加到现有矩阵上
colorMatrix.alpha = 0.7; // 混合强度为70%
// 位移滤镜 — scale可以是数值或PointData对象
const displacementTexture = await Assets.load("displacement_map.png");
const displacementSprite = new Sprite(displacementTexture);
const displacement = new DisplacementFilter({
sprite: displacementSprite,
scale: { x: 20, y: 10 },
});
// 噪点滤镜 — seed是决定噪点图案的任意数值;相同seed会生成相同图案
const noise = new NoiseFilter({ noise: 0.5, seed: Math.random() });
sprite.filters = [blur, colorMatrix];Custom filter with Filter.from()
使用Filter.from()创建自定义滤镜
The simplest way to create a custom filter. Only a fragment shader is needed; PixiJS provides a default vertex shader.
ts
import { Filter } from "pixi.js";
const filter = Filter.from({
gl: {
fragment: `
in vec2 vTextureCoord;
out vec4 finalColor;
uniform sampler2D uTexture;
uniform float uTime;
void main() {
vec2 uv = vTextureCoord;
uv.x += sin(uv.y * 10.0 + uTime) * 0.02;
finalColor = texture(uTexture, uv);
}
`,
},
resources: {
timeUniforms: {
uTime: { value: 0, type: "f32" },
},
},
});
sprite.filters = filter;
app.ticker.add((ticker) => {
filter.resources.timeUniforms.uniforms.uTime += 0.04 * ticker.deltaTime;
});For more control, construct / objects directly:
GlProgramGpuProgramts
import { Filter, GlProgram } from "pixi.js";
const glProgram = GlProgram.from({ fragment: fragmentSrc, vertex: vertexSrc });
const filter = new Filter({
glProgram,
resources: {
timeUniforms: {
uTime: { value: 0, type: "f32" },
},
},
});Key points:
- Use in fragment shaders, not
out vec4 finalColor(GLSL ES 3.0).gl_FragColor - Use to sample, not
texture().texture2D - for WebGL,
glProgramfor WebGPU. Omitting one skips that renderer.gpuProgram - Textures go in , not uniforms. The filter system auto-provides
resources(the input).uTexture - Access uniform values via .
filter.resources.{groupName}.uniforms.{name}
这是创建自定义滤镜最简单的方式。仅需提供片段着色器;PixiJS会提供默认的顶点着色器。
ts
import { Filter } from "pixi.js";
const filter = Filter.from({
gl: {
fragment: `
in vec2 vTextureCoord;
out vec4 finalColor;
uniform sampler2D uTexture;
uniform float uTime;
void main() {
vec2 uv = vTextureCoord;
uv.x += sin(uv.y * 10.0 + uTime) * 0.02;
finalColor = texture(uTexture, uv);
}
`,
},
resources: {
timeUniforms: {
uTime: { value: 0, type: "f32" },
},
},
});
sprite.filters = filter;
app.ticker.add((ticker) => {
filter.resources.timeUniforms.uniforms.uTime += 0.04 * ticker.deltaTime;
});如需更多控制,可直接构造/对象:
GlProgramGpuProgramts
import { Filter, GlProgram } from "pixi.js";
const glProgram = GlProgram.from({ fragment: fragmentSrc, vertex: vertexSrc });
const filter = new Filter({
glProgram,
resources: {
timeUniforms: {
uTime: { value: 0, type: "f32" },
},
},
});关键点:
- 在片段着色器中使用,而非
out vec4 finalColor(GLSL ES 3.0规范)。gl_FragColor - 使用进行采样,而非
texture()。texture2D - 适用于WebGL,
glProgram适用于WebGPU。省略其中一个则会跳过对应渲染器。gpuProgram - 纹理需放在中,而非uniforms。滤镜系统会自动提供
resources(输入纹理)。uTexture - 通过访问uniform值。
filter.resources.{groupName}.uniforms.{name}
Filter options
滤镜配置选项
ts
import { Filter, GlProgram, Rectangle } from "pixi.js";
const filter = new Filter({
glProgram: GlProgram.from({ fragment }),
resources: {},
resolution: 0.5, // default 1. Lower = faster, blurrier
padding: 10, // default 0. Extra pixels for effects that extend bounds
antialias: "off", // default 'off'. 'on' | 'off' | 'inherit'
blendMode: "normal", // default 'normal'
blendRequired: false, // default false. true if shader samples uBackTexture
clipToViewport: true, // default true
});
// Optimization: set known bounds to avoid per-frame measurement
container.filterArea = new Rectangle(0, 0, 800, 600);
// Toggle without rebuilding the filter array
filter.enabled = false;
// Share one filter instance across many display objects
sprite1.filters = [filter];
sprite2.filters = [filter];ts
import { Filter, GlProgram, Rectangle } from "pixi.js";
const filter = new Filter({
glProgram: GlProgram.from({ fragment }),
resources: {},
resolution: 0.5, // 默认值1。值越低,速度越快,模糊度越高
padding: 10, // 默认值0。为超出边界的效果预留额外像素
antialias: "off", // 默认值'off'。可选值:'on' | 'off' | 'inherit'
blendMode: "normal", // 默认值'normal'
blendRequired: false, // 默认值false。若着色器采样uBackTexture则设为true
clipToViewport: true, // 默认值true
});
// 优化:设置已知边界,避免逐帧测量
container.filterArea = new Rectangle(0, 0, 800, 600);
// 无需重建滤镜数组即可启用/禁用滤镜
filter.enabled = false;
// 在多个显示对象间共享单个滤镜实例
sprite1.filters = [filter];
sprite2.filters = [filter];Community filters (pixi-filters)
社区滤镜(pixi-filters)
ts
import { AdjustmentFilter } from "pixi-filters/adjustment";
import { GlowFilter } from "pixi-filters/glow";
sprite.filters = [
new AdjustmentFilter({ brightness: 1.2, contrast: 1.1 }),
new GlowFilter({ distance: 15, outerStrength: 2 }),
];For v8, community filters use imports, not the old packages.
pixi-filters/{name}@pixi/filter-*ts
import { AdjustmentFilter } from "pixi-filters/adjustment";
import { GlowFilter } from "pixi-filters/glow";
sprite.filters = [
new AdjustmentFilter({ brightness: 1.2, contrast: 1.1 }),
new GlowFilter({ distance: 15, outerStrength: 2 }),
];对于v8版本,社区滤镜需使用格式导入,而非旧版的包。
pixi-filters/{name}@pixi/filter-*Advanced blend modes
高级混合模式
Advanced blend modes (, , , etc.) are powered by the filter system and must be imported before use. They also require on WebGL; see the skill for the full list.
color-burnoverlayhard-lightuseBackBuffer: truepixijs-blend-modests
import "pixi.js/advanced-blend-modes";
await app.init({ useBackBuffer: true });
sprite.blendMode = "color-burn";高级混合模式(、、等)由滤镜系统提供,使用前必须先导入。在WebGL环境下还需设置;完整列表请查看技能。
color-burnoverlayhard-lightuseBackBuffer: truepixijs-blend-modests
import "pixi.js/advanced-blend-modes";
await app.init({ useBackBuffer: true });
sprite.blendMode = "color-burn";Common Mistakes
常见错误
[CRITICAL] Using old Filter constructor (vertex, fragment, uniforms)
[严重] 使用旧版Filter构造函数(vertex、fragment、uniforms)
Wrong:
ts
import { Filter } from "pixi.js";
const filter = new Filter(vertex, fragment, { uTime: 0 });Correct:
ts
import { Filter, GlProgram } from "pixi.js";
const filter = new Filter({
glProgram: GlProgram.from({ fragment, vertex }),
resources: {
timeUniforms: { uTime: { value: 0, type: "f32" } },
},
});v8 uses an options object. Shaders must be wrapped in or . Uniforms are grouped in with explicit types. Textures are resources, not uniforms.
GlProgram.from()GpuProgram.from()resources错误写法:
ts
import { Filter } from "pixi.js";
const filter = new Filter(vertex, fragment, { uTime: 0 });正确写法:
ts
import { Filter, GlProgram } from "pixi.js";
const filter = new Filter({
glProgram: GlProgram.from({ fragment, vertex }),
resources: {
timeUniforms: { uTime: { value: 0, type: "f32" } },
},
});v8版本使用配置对象。着色器必须通过或封装。Uniform需分组放在中并指定明确类型。纹理属于resources,而非uniforms。
GlProgram.from()GpuProgram.from()resources[HIGH] Using @pixi/filter-* packages for v8
[高风险] 为v8版本使用@pixi/filter-*包
Wrong:
ts
import { AdjustmentFilter } from "@pixi/filter-adjustment";Correct:
ts
import { AdjustmentFilter } from "pixi-filters/adjustment";@pixi/filter-*pixi-filters/{name}错误写法:
ts
import { AdjustmentFilter } from "@pixi/filter-adjustment";正确写法:
ts
import { AdjustmentFilter } from "pixi-filters/adjustment";@pixi/filter-*pixi-filters/{name}[HIGH] Using too many filters without containerizing
[高风险] 未使用容器批量处理却添加过多滤镜
Each filter application requires a framebuffer switch, bounds measurement, and render-to-texture pass. One filter on a parent container is much cheaper than the same filter on each child.
Wrong:
ts
for (const child of container.children) {
child.filters = [new BlurFilter({ strength: 4 })];
}Correct:
ts
container.filters = [new BlurFilter({ strength: 4 })];每次应用滤镜都需要切换帧缓冲、测量边界并执行渲染到纹理的操作。在父容器上添加一个滤镜的成本远低于给每个子元素都添加相同滤镜。
错误写法:
ts
for (const child of container.children) {
child.filters = [new BlurFilter({ strength: 4 })];
}正确写法:
ts
container.filters = [new BlurFilter({ strength: 4 })];[HIGH] Using a blendRequired filter without useBackBuffer on WebGL
[高风险] 在WebGL环境下使用blendRequired滤镜却未设置useBackBuffer
Custom filters and most advanced community filters that set sample the back buffer. On WebGL that only works if the renderer was initialized with ; otherwise PixiJS logs a warning and the filter silently falls back:
blendRequired: trueuseBackBuffer: truets
await app.init({ useBackBuffer: true });WebGPU enables the back buffer unconditionally, so this only affects WebGL.
设置的自定义滤镜和多数高级社区滤镜会采样后台缓冲。在WebGL环境下,只有当渲染器初始化时设置才能正常工作;否则PixiJS会记录警告并自动回退:
blendRequired: trueuseBackBuffer: truets
await app.init({ useBackBuffer: true });WebGPU会无条件启用后台缓冲,因此该问题仅影响WebGL环境。
[MEDIUM] Not setting filterArea for known-size containers
[中等风险] 未给已知尺寸的容器设置filterArea
Without , PixiJS measures the container bounds every frame via , which recursively walks all children. For containers with known dimensions, set to avoid this cost:
filterAreagetGlobalBounds()filterAreats
import { Rectangle } from "pixi.js";
container.filterArea = new Rectangle(0, 0, 800, 600);
container.filters = [someFilter];若未设置,PixiJS会通过逐帧测量容器边界,这会递归遍历所有子元素。对于尺寸已知的容器,设置可避免此性能损耗:
filterAreagetGlobalBounds()filterAreats
import { Rectangle } from "pixi.js";
container.filterArea = new Rectangle(0, 0, 800, 600);
container.filters = [someFilter];