Skip to main content
Version: Phaser v4.0.0

Blur

The Blur Filter Controller.

This filter controller manages a blur effect.

A Gaussian blur is the result of blurring an image by a Gaussian function. It is a widely used effect, typically to reduce image noise and reduce detail. The visual effect of this blurring technique is a smooth blur resembling that of viewing the image through a translucent screen, distinctly different from the bokeh effect produced by an out-of-focus lens or the shadow of an object under usual illumination.

This effect samples across an area. To avoid missing data at the edges, use controller.setPaddingOverride(null) to automatically pad game objects, or camera.getPaddingWrapper(x) to enlarge a camera.

A Blur effect is added to a Camera via the FilterList component:


const camera = this.cameras.main;



camera.filters.internal.addBlur();

camera.filters.external.addBlur();

Constructor

new Blur(camera, [quality], [x], [y], [strength], [color], [steps])

Parameters

nametypeoptionaldefaultdescription
cameraPhaser.Cameras.Scene2D.CameraNoThe Camera that owns this filter.
qualitynumberYes0The quality of the blur effect. Can be either 0 for Low Quality, 1 for Medium Quality or 2 for High Quality.
xnumberYes2The horizontal offset of the blur effect.
ynumberYes2The vertical offset of the blur effect.
strengthnumberYes1The strength of the blur effect.
colornumberYes"0xffffff"The color of the blur, as a hex value.
stepsnumberYes4The number of steps to run the blur effect for. This value should always be an integer.

Scope: static

Extends

Phaser.Filters.Controller

Source: src/filters/Blur.js#L10
Since: 4.0.0

Inherited Members

From Phaser.Filters.Controller:


Public Members

color

color: number

Description:

The color of the blur effect, as a packed RGB hex integer (e.g. 0xff0000 for red). This tints the blur samples, allowing colored bloom-style effects. Defaults to white (0xffffff), which produces a neutral blur with no tint.

Source: src/filters/Blur.js#L154
Since: 4.0.0


glcolor

glcolor: Array.<number>

Description:

The internal gl color array.

Source: src/filters/Blur.js#L121
Since: 4.0.0


quality

quality: number

Description:

The quality of the blur effect.

This can be:

0 for Low Quality 1 for Medium Quality 2 for High Quality

The higher the quality, the more complex the shader used, and the more processing time is spent on the GPU calculating the final blur. This value is used in conjunction with the steps value, as one has a direct impact on the other.

Keep this value as low as you can, while still achieving the desired effect you need for your game.

Source: src/filters/Blur.js#L60
Since: 4.0.0


steps

steps: number

Description:

The number of steps to run the Blur effect for.

This value should always be an integer.

The higher the value, the smoother the blur, but at the cost of exponentially more gl operations.

Keep this to the lowest possible number you can have it, while still looking correct for your game.

Source: src/filters/Blur.js#L135
Since: 4.0.0


strength

strength: number

Description:

The strength of the blur effect. This value is multiplied with the x and y offsets and the number of steps to determine the total blur radius. Increase this to make the blur more pronounced without changing the quality or step count.

Source: src/filters/Blur.js#L108
Since: 4.0.0


x

x: number

Description:

The horizontal offset of the blur effect. This controls the distance between blur sample points along the x axis. A larger value increases the spread of the blur horizontally.

Source: src/filters/Blur.js#L84
Since: 4.0.0


y

y: number

Description:

The vertical offset of the blur effect. This controls the distance between blur sample points along the y axis. A larger value increases the spread of the blur vertically.

Source: src/filters/Blur.js#L96
Since: 4.0.0


Inherited Methods

From Phaser.Filters.Controller:


Public Methods

getPadding

<instance> getPadding()

Description:

Returns the amount of extra padding, in pixels, that this filter requires when rendering. This accounts for the blur radius extending beyond the original bounds of the filtered Game Object.

Overrides: Phaser.Filters.Controller#getPadding

Returns: Phaser.Geom.Rectangle - The padding Rectangle.

Source: src/filters/Blur.js#L183
Since: 4.0.0