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pixijs-blend-modes

by @pixijsv
4.3(120)

此技能为 PixiJS v8 提供强大的混合模式功能,用于高效合成显示对象。它支持标准 GPU 加速模式和高级滤镜模式,并指导开发者优化渲染批次,从而在游戏和互动应用中实现丰富的视觉效果和卓越的性能。

pixijsblend-modesgame-developmentgraphicsrenderingGitHub
安装方式
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-blend-modes
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Before / After 效果对比

1
使用前

用户在 PixiJS 中使用多种混合模式时,不了解渲染批次优化,导致频繁切换混合模式,渲染批次被打破,从而产生大量绘制调用,严重影响游戏或应用的帧率和性能。

使用后

此技能指导开发者进行批次友好的对象排序,显著减少混合模式切换导致的绘制调用次数,大幅提升渲染效率和帧率,确保复杂视觉效果下的流畅体验。

SKILL.md

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:

ModeEffect
color-burnDarkens by increasing contrast
color-dodgeBrightens by decreasing contrast
darkenKeeps darker of two layers
differenceAbsolute difference
divideDivides bottom by top
exclusionSimilar to difference, lower contrast
hard-lightMultiply or screen based on top layer
hard-mixHigh contrast threshold blend
lightenKeeps lighter of two layers
linear-burnAdds and subtracts to darken
linear-dodgeAdds layers together
linear-lightLinear burn or dodge based on top layer
luminosityLuminosity of top, hue/saturation of bottom
negationInverted difference
overlayMultiply or screen based on bottom layer
pin-lightReplaces based on lightness comparison
saturationSaturation of top, hue/luminosity of bottom
soft-lightGentle overlay effect
subtractSubtracts top from bottom
vivid-lightColor burn or dodge based on top layer
colorHue 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

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安装量2.4K
评分4.3 / 5.0
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更新日期2026年7月9日
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创建2026年6月13日
最后更新2026年7月9日
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