pixijs-blend-modes

star 218

Use this skill when compositing display objects with blend modes in PixiJS v8. Covers standard modes (normal, add, multiply, screen, erase, min, max), advanced modes via pixi.js/advanced-blend-modes (color-burn, overlay, hard-light, etc.), batch-friendly ordering. Triggers on: blendMode, additive, multiply, screen, overlay, color-burn, color-dodge, advanced-blend-modes, glow, erase.

pixijs By pixijs schedule Updated 6/4/2026

name: pixijs-blend-modes description: "Use this skill when compositing display objects with blend modes in PixiJS v8. Covers standard modes (normal, add, multiply, screen, erase, min, max), advanced modes via pixi.js/advanced-blend-modes (color-burn, overlay, hard-light, etc.), batch-friendly ordering. Triggers on: blendMode, additive, multiply, screen, overlay, color-burn, color-dodge, advanced-blend-modes, glow, erase." license: MIT

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 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

Install via CLI
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-blend-modes
Repository Details
star Stars 218
call_split Forks 11
navigation Branch main
article Path SKILL.md
More from Creator