# Custom Pipeline - Shader

**URL:** <https://phaser.discourse.group/t/custom-pipeline-shader/14326>\
**Category:** Phaser 3\
**Created:** [May 14, 2024, 11:54pm UTC](https://phaser.discourse.group/t/custom-pipeline-shader/14326 "2024-05-14T23:54:09Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Rangerz132](https://avatars.discourse-cdn.com/v4/letter/r/cc9497/32.png) [@Rangerz132](https://phaser.discourse.group/u/Rangerz132)\
**Post date:** [May 14, 2024, 11:54pm UTC](https://phaser.discourse.group/t/custom-pipeline-shader/14326/1 "2024-05-14T23:54:09Z")

</div>

Hello guys! I’m having some issue regarding shaders and CustomPipelines.

I’m currently using Phaser 3.6. I have a class named HologramPipeline which inherit from a Phaser.Renderer.WebGL.WebGLPipeline. I’m trying to get access to my HologramPipeline doing this :

```javascript
private hologramPipeline : HologramPipeline
this.hologramPipeline = this.renderer.pipelines.get('HologramPipeline');

```

I also try this approach for an image :

```javascript
const hologramePipeline = this.renderer.pipelines.add(
      "HologramPipeline",
      new HologramPipeline(this.game)
    );

this.myImage.setPipeline(hologramePipeline);

```

The issue with that is that this.renderer.pipelines does not exist. I took a look at the document but I simply can’t find any working example.

Ultimatly, I would like to set this pipeline to a specific layer in a tilemap. What Am I doing wrong?

Thanks!
