skills/pixijs-blend-modes/SKILL.md
Set container.blendMode to composite display objects with GPU blend equations (standard modes) or filter-based advanced modes. Blend-mode transitions break render batches, so group like-mode siblings together.
const light = new Sprite(await Assets.load("light.png"));
light.blendMode = "add";
app.stage.addChild(light);
const shadow = new Sprite(await Assets.load("shadow.png"));
shadow.blendMode = "multiply";
app.stage.addChild(shadow);
import "pixi.js/advanced-blend-modes";
const overlay = new Sprite(await Assets.load("overlay.png"));
overlay.blendMode = "color-burn";
app.stage.addChild(overlay);
Related skills: pixijs-filters (advanced modes use the filter pipeline), pixijs-performance (batching with blend modes), pixijs-color (color manipulation).
Standard modes are built in and use GPU blend equations directly:
import { Sprite } from "pixi.js";
sprite.blendMode = "normal"; // standard alpha compositing (effective default at root)
sprite.blendMode = "add"; // additive (lighten, glow effects)
sprite.blendMode = "multiply"; // multiply (darken, shadow effects)
sprite.blendMode = "screen"; // screen (lighten, dodge effects)
sprite.blendMode = "erase"; // erase pixels from render target
sprite.blendMode = "none"; // no blending, overwrites destination
sprite.blendMode = "inherit"; // inherit from parent (this is the actual default value)
sprite.blendMode = "min"; // keeps minimum of source and destination (WebGL2+ only)
sprite.blendMode = "max"; // keeps maximum of source and destination (WebGL2+ only)
These are hardware-accelerated and cheap. They do not require filters.
Advanced modes require an explicit import to register the extensions. On the WebGL renderer they also require useBackBuffer: true at init time, or PixiJS logs a warning and the blend silently falls back:
import "pixi.js/advanced-blend-modes";
import { Application, Sprite, Assets } from "pixi.js";
const app = new Application();
await app.init({ useBackBuffer: true }); // required for advanced modes on WebGL
const texture = await Assets.load("overlay.png");
const overlay = new Sprite(texture);
overlay.blendMode = "color-burn";
Available advanced modes:
| Mode | Effect |
|---|---|
color-burn | Darkens by increasing contrast |
color-dodge | Brightens by decreasing contrast |
darken | Keeps darker of two layers |
difference | Absolute difference |
divide | Divides bottom by top |
exclusion | Similar to difference, lower contrast |
hard-light | Multiply or screen based on top layer |
hard-mix | High contrast threshold blend |
lighten | Keeps lighter of two layers |
linear-burn | Adds and subtracts to darken |
linear-dodge | Adds layers together |
linear-light | Linear burn or dodge based on top layer |
luminosity | Luminosity of top, hue/saturation of bottom |
negation | Inverted difference |
overlay | Multiply or screen based on bottom layer |
pin-light | Replaces based on lightness comparison |
saturation | Saturation of top, hue/luminosity of bottom |
soft-light | Gentle overlay effect |
subtract | Subtracts top from bottom |
vivid-light | Color burn or dodge based on top layer |
color | Hue and saturation of top, luminosity of bottom |
You set advanced blend modes the same way as standard ones, via the blendMode property. They use filters internally, so they cost more than standard modes.
Different blend modes break the rendering batch. Order objects to minimize transitions:
import { Container, Sprite } from "pixi.js";
const scene = new Container();
scene.addChild(screenSprite1); // 'screen'
scene.addChild(screenSprite2); // 'screen'
scene.addChild(normalSprite1); // 'normal'
scene.addChild(normalSprite2); // 'normal'
2 draw calls. Alternating order (screen, normal, screen, normal) would produce 4.
Wrong:
import { Sprite } from "pixi.js";
sprite.blendMode = "color-burn"; // silently falls back to normal
Correct:
import "pixi.js/advanced-blend-modes";
import { Sprite } from "pixi.js";
sprite.blendMode = "color-burn";
Advanced blend modes (color-burn, overlay, etc.) require the extension import. Without it, only standard modes (normal, add, multiply, screen) are available. The invalid mode silently falls back.
Different blend modes break the render batch. screen / normal / screen / normal produces 4 draw calls, while screen / screen / normal / normal produces 2. Sort children so objects with the same blend mode are adjacent.
Wrong:
import { BLEND_MODES } from "pixi.js";
sprite.blendMode = BLEND_MODES.ADD; // runtime error: BLEND_MODES is undefined
Correct:
sprite.blendMode = "add";
In v8, BLEND_MODES is a TypeScript type only (a union of string literals). There is no runtime enum export, so BLEND_MODES.ADD evaluates to accessing a property on undefined. Use the string form.
Wrong:
import "pixi.js/advanced-blend-modes";
await app.init({
/* no useBackBuffer */
});
sprite.blendMode = "color-burn"; // logs a warning, falls back
Correct:
import "pixi.js/advanced-blend-modes";
await app.init({ useBackBuffer: true });
sprite.blendMode = "color-burn";
Advanced modes read from the back buffer. On WebGL, the blend silently falls back if the back buffer is not enabled. WebGPU enables the back buffer unconditionally.
Advanced blend modes are filter-based and use Filter.defaultOptions, whose resolution defaults to 1. On a high-DPI render target the blended object can look clipped, scaled, or only partially applied.
Wrong:
import "pixi.js/advanced-blend-modes";
sprite.blendMode = "overlay"; // renders at resolution 1, can clip on retina
Correct:
import { Filter } from "pixi.js";
import "pixi.js/advanced-blend-modes";
Filter.defaultOptions.resolution = "inherit"; // set before creating affected objects
sprite.blendMode = "overlay";
Setting Filter.defaultOptions.resolution = "inherit" makes advanced blend modes render at the render target's resolution. This costs more memory and runtime, so apply it where fidelity matters.