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Version: Phaser v4.1.0

Shadow

The Shadow Filter.

This filter controller manages the shadow effect for a Camera.

The shadow effect is a visual technique used to create the illusion of depth and realism by adding darker, offset silhouettes or shapes beneath game objects, characters, or environments. These simulated shadows help to enhance the visual appeal and immersion, making the 2D game world appear more dynamic and three-dimensional.

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

const camera = this.cameras.main;

camera.filters.internal.addShadow();
camera.filters.external.addShadow();

Constructor

new Shadow(camera, [x], [y], [decay], [power], [color], [samples], [intensity])

Parameters

nametypeoptionaldefaultdescription
cameraPhaser.Cameras.Scene2D.CameraNoThe camera that owns this filter.
xnumberYes0The horizontal offset of the shadow effect.
ynumberYes0The vertical offset of the shadow effect.
decaynumberYes0.1The amount of decay for the shadow effect.
powernumberYes1The power of the shadow effect.
colornumberYes"0x000000"The color of the shadow, as a hex value.
samplesnumberYes6The number of samples that the shadow effect will run for.
intensitynumberYes1The intensity of the shadow effect.

Scope: static

Extends

Phaser.Filters.Controller

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

Inherited Members​

From Phaser.Filters.Controller:


Public Members​

color​

color: number​

Description:

The color of the shadow, expressed as a hex RGB value (e.g. 0xff0000 for red, 0x000000 for black). Setting this property updates the internal glcolor array used by the WebGL shader.

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


decay​

decay: number​

Description:

Controls how quickly the shadow fades over distance. Lower values produce longer, more gradual shadows; higher values produce shorter, more concentrated shadows.

Source: src/filters/Shadow.js#L80
Since: 4.0.0


glcolor​

glcolor: Array.<number>​

Description:

The internal WebGL color array used by the shader. Stores the shadow color as normalized RGBA float values in the range 0 to 1. This array is updated automatically when the color property is set.

Source: src/filters/Shadow.js#L100
Since: 4.0.0


intensity​

intensity: number​

Description:

A multiplier for the overall shadow visibility. Higher values produce darker, more prominent shadows.

Source: src/filters/Shadow.js#L122
Since: 4.0.0


power​

power: number​

Description:

An exponent applied to the shadow falloff curve. Higher values create sharper shadow edges; lower values create softer, more diffuse shadows.

Source: src/filters/Shadow.js#L90
Since: 4.0.0


samples​

samples: number​

Description:

The number of samples that the shadow effect will run for.

This should be an integer with a minimum value of 1 and a maximum of 12.

Source: src/filters/Shadow.js#L111
Since: 4.0.0


x​

x: number​

Description:

The horizontal offset of the shadow effect.

Source: src/filters/Shadow.js#L62
Since: 4.0.0


y​

y: number​

Description:

The vertical offset of the shadow effect.

Source: src/filters/Shadow.js#L71
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 shadow effect 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/Shadow.js#L167
Since: 4.0.0