pixijs-blend-modes

Use this skill when compositing display objects with blend modes in PixiJS v8. Covers standard modes (normal, add, multiply, screen, erase, min, max), advanced…

INSTALLATION
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-blend-modes
Run in your project or agent environment. Adjust flags if your CLI version differs.

SKILL.md

$27

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.

API Reference

BrowserAct

Let your agent run on any real-world website

Bypass CAPTCHA & anti-bot for free. Start local, scale to cloud.

Explore BrowserAct Skills →

Stop writing automation&scrapers

Install the CLI. Run your first Skill in 30 seconds. Scale when you're ready.

Start free
free · no credit card