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Version: Phaser v4.0.0

Glow

The Glow Filter controller.

This filter controller manages the glow effect for a Camera.

The glow effect is a visual technique that creates a soft, luminous halo around game objects, characters, or UI elements. This effect is used to emphasize importance, enhance visual appeal, or convey a sense of energy, magic, or otherworldly presence. The effect can also be set on the inside of edges. The color and strength of the glow can be modified.

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 Glow effect is added to a Camera via the FilterList component:


const camera = this.cameras.main;



camera.filters.internal.addGlow();

camera.filters.external.addGlow();

Conversion note from Phaser 3:

  • The shader now uses stochastic sampling instead of sampling along straight lines. This improves quality, especially around corners.

  • scale has been added to the parameter list, before knockout.

  • quality is no longer a fraction, but an integer value. The default has changed from 0.1 to 10. This is not a linear conversion, because of the quality improvement. Judge the quality by eye and adjust the value accordingly.

Constructor

new Glow(camera, [color], [outerStrength], [innerStrength], [scale], [knockout], [quality], [distance])

Parameters

nametypeoptionaldefaultdescription
cameraPhaser.Cameras.Scene2D.CameraNoThe camera that owns this filter.
colornumberYes"0xffffff"The color of the glow effect as a number value.
outerStrengthnumberYes4The strength of the glow outward from the edge of textures.
innerStrengthnumberYes0The strength of the glow inward from the edge of textures.
scalenumberYes1The scale of the glow effect. This multiplies the fixed distance.
knockoutbooleanYesfalseIf true only the glow is drawn, not the texture itself.
qualitynumberYes10The quality of the glow effect. This cannot be changed after the filter has been created.
distancenumberYes10The distance of the glow effect. This cannot be changed after the filter has been created.

Scope: static

Extends

Phaser.Filters.Controller

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

Inherited Members

From Phaser.Filters.Controller:


Public Members

color

color: number

Description:

The color of the glow effect, expressed as a hex color value in the format 0xRRGGBB. Getting this value converts it from the internal normalized glcolor array. Setting it updates glcolor for use by the WebGL renderer.

Source: src/filters/Glow.js#L156
Since: 4.0.0


distance

distance: number

Description:

The distance of the glow effect. This cannot be changed after the filter has been created. This controls the distance of the glow effect, in pixels. Integer values only.

Source: src/filters/Glow.js#L186
Since: 4.0.0


glcolor

glcolor: Array.<number>

Description:

The internal RGBA color of the glow, stored as four normalized floating-point values (red, green, blue, alpha) in the range 0 to 1, for direct use by the WebGL renderer. To set the glow color, use the color property instead.

Source: src/filters/Glow.js#L138
Since: 4.0.0


innerStrength

innerStrength: number

Description:

The strength of the glow inward from the edge of textures.

Source: src/filters/Glow.js#L77
Since: 4.0.0


knockout

knockout: boolean

Description:

If true only the glow is drawn, not the texture itself.

Source: src/filters/Glow.js#L97
Since: 4.0.0


outerStrength

outerStrength: number

Description:

The strength of the glow outward from the edge of textures.

Source: src/filters/Glow.js#L67
Since: 4.0.0


quality

quality: number

Description:

The quality of the glow effect. This cannot be changed after the filter has been created. This controls the number of samples that the glow effect will run for. A higher number is higher quality, but slower to process. Integer values only.

Source: src/filters/Glow.js#L206
Since: 4.0.0


scale

scale: number

Description:

The scale of the glow effect. This multiplies the fixed distance.

Source: src/filters/Glow.js#L87
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. The padding accounts for the glow effect extending beyond the original bounds of the Camera's rendered output.

Overrides: Phaser.Filters.Controller#getPadding

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

Source: src/filters/Glow.js#L226
Since: 4.0.0