--- 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 ```ts 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: ```ts 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: ```ts 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: ```ts 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: ```ts import { Sprite } from "pixi.js"; sprite.blendMode = "color-burn"; // silently falls back to normal ``` Correct: ```ts 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: ```ts import { BLEND_MODES } from "pixi.js"; sprite.blendMode = BLEND_MODES.ADD; // runtime error: BLEND_MODES is undefined ``` Correct: ```ts 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: ```ts import "pixi.js/advanced-blend-modes"; await app.init({ /* no useBackBuffer */ }); sprite.blendMode = "color-burn"; // logs a warning, falls back ``` Correct: ```ts 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. ## API Reference - [Container.blendMode](https://pixijs.download/release/docs/scene.Container.html.md) - [OverlayBlend](https://pixijs.download/release/docs/filters.OverlayBlend.html.md) - [ColorBurnBlend](https://pixijs.download/release/docs/filters.ColorBurnBlend.html.md) - [ColorDodgeBlend](https://pixijs.download/release/docs/filters.ColorDodgeBlend.html.md) - [HardLightBlend](https://pixijs.download/release/docs/filters.HardLightBlend.html.md) - [SoftLightBlend](https://pixijs.download/release/docs/filters.SoftLightBlend.html.md) - [DifferenceBlend](https://pixijs.download/release/docs/filters.DifferenceBlend.html.md)