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Pixijs Blend Modes

  • 2.9k installs
  • 293 repo stars
  • Updated June 4, 2026
  • pixijs/pixijs-skills

pixijs-blend-modes documents PixiJS v8 standard and advanced blendMode compositing with batching and import requirements.

About

The pixijs-blend-modes skill explains how to set container.blendMode in PixiJS v8 for standard GPU blend equations and filter-based advanced modes. Standard modes include normal, add, multiply, screen, erase, none, inherit, min, and max, which are hardware-accelerated without filters. Advanced modes such as color-burn, overlay, and hard-light require importing pixi.js/advanced-blend-modes and enabling useBackBuffer true on WebGL init. The skill emphasizes batch-friendly child ordering because blend-mode transitions break render batches, recommending grouping siblings with the same mode. Common mistakes cover missing advanced extension imports causing silent fallback, using removed v7 BLEND_MODES enum, alternating modes across adjacent objects, and high-DPI clipping from Filter.defaultOptions.resolution defaulting to one. Developers use it for glow, shadow, and Photoshop-style compositing in canvas games and interactive graphics across browser and WebGPU render targets. A reference table maps each mode string to its pixel compositing effect.

  • Standard modes use GPU blend equations; advanced modes need pixi.js/advanced-blend-modes.
  • WebGL advanced modes require useBackBuffer true at app.init or they silently fall back.
  • Group same blendMode siblings together to minimize draw call batch breaks.
  • v8 uses string blendMode values; BLEND_MODES enum is TypeScript-only with no runtime export.
  • Set Filter.defaultOptions.resolution inherit for retina advanced blend fidelity.

Pixijs Blend Modes by the numbers

  • 2,945 all-time installs (skills.sh)
  • +212 installs in the week ending Jul 28, 2026 (Skillselion tracking)
  • Ranked #176 of 2,277 Frontend Development skills by installs in the Skillselion catalog
  • Security screen: LOW risk (skills.sh audit)
  • Data as of Jul 28, 2026 (Skillselion catalog sync)
At a glance

pixijs-blend-modes capabilities & compatibility

Capabilities
standard and advanced blendmode catalog with eff · pixi.js/advanced blend modes import requirements · batch friendly child ordering guidance · webgl usebackbuffer and retina resolution fixes · v7 to v8 blend_modes migration warnings
Use cases
frontend · ui design
From the docs

What pixijs-blend-modes says it does

Blend-mode transitions break render batches, so group like-mode siblings together.
SKILL.md
await app.init({ useBackBuffer: true }); // required for advanced modes on WebGL
SKILL.md
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-blend-modes

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Listed on Skillselion
Installs2.9k
repo stars293
Security audit3 / 3 scanners passed
Last updatedJune 4, 2026
Repositorypixijs/pixijs-skills

How do I apply additive, multiply, or Photoshop-style blend modes in PixiJS v8 without silent fallbacks?

Composite PixiJS v8 display objects with standard and advanced GPU blend modes while minimizing render batch breaks.

Who is it for?

PixiJS v8 projects compositing sprites with standard or advanced blend effects.

Skip if: Skip for CSS-only overlays on DOMContainer HTML elements outside the WebGL pipeline.

When should I use this skill?

User asks about blendMode, additive glow, color-burn, advanced-blend-modes, or PixiJS compositing.

What you get

Correct blendMode strings, advanced import, useBackBuffer config, and batch-friendly child ordering.

  • blendMode assignments
  • batch-grouped scene layers
  • advanced-blend import setup

By the numbers

  • Documents 7 standard PixiJS v8 blend modes
  • Covers 21 advanced blend-mode strings via pixi.js/advanced-blend-modes

Files

SKILL.mdMarkdownGitHub ↗

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.

Quick Start

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).

Core Patterns

Standard blend modes

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 blend modes

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:

ModeEffect
color-burnDarkens by increasing contrast
color-dodgeBrightens by decreasing contrast
darkenKeeps darker of two layers
differenceAbsolute difference
divideDivides bottom by top
exclusionSimilar to difference, lower contrast
hard-lightMultiply or screen based on top layer
hard-mixHigh contrast threshold blend
lightenKeeps lighter of two layers
linear-burnAdds and subtracts to darken
linear-dodgeAdds layers together
linear-lightLinear burn or dodge based on top layer
luminosityLuminosity of top, hue/saturation of bottom
negationInverted difference
overlayMultiply or screen based on bottom layer
pin-lightReplaces based on lightness comparison
saturationSaturation of top, hue/luminosity of bottom
soft-lightGentle overlay effect
subtractSubtracts top from bottom
vivid-lightColor burn or dodge based on top layer
colorHue 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.

Batch-friendly ordering

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.

Common Mistakes

[HIGH] Not importing advanced-blend-modes extension

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.

[MEDIUM] Mixing blend modes across adjacent objects

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.

[HIGH] Using the v7 BLEND_MODES enum

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.

[HIGH] Advanced blend modes without useBackBuffer

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.

[MEDIUM] Advanced blend modes clipped or scaled on high-DPI renderers

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.

API Reference

Related skills

How it compares

Pick pixijs-blend-modes over generic WebGL shader skills when compositing PixiJS display objects and diagnosing v8 batching or backbuffer requirements.

FAQ

Why does color-burn silently fail?

Advanced modes need import pixi.js/advanced-blend-modes and useBackBuffer true on WebGL init.

Can I use BLEND_MODES.ADD in v8?

No. BLEND_MODES is a TypeScript type only; use string values like blendMode = add.

How do I reduce draw calls with mixed blend modes?

Sort children so objects sharing the same blendMode are adjacent in the scene graph.

Is Pixijs Blend Modes safe to install?

skills.sh reports 3 of 3 security scanners passed. Review the Security Audits panel on this page before installing in production.

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