
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)
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
What pixijs-blend-modes says it does
Blend-mode transitions break render batches, so group like-mode siblings together.
await app.init({ useBackBuffer: true }); // required for advanced modes on WebGL
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-blend-modesAdd your badge
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| Installs | 2.9k |
|---|---|
| repo stars | ★ 293 |
| Security audit | 3 / 3 scanners passed |
| Last updated | June 4, 2026 |
| Repository | pixijs/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
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:
| 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.
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 normalCorrect:
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 undefinedCorrect:
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 backCorrect:
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 retinaCorrect:
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.