# Custom TextureTintPipeline

**URL:** <https://phaser.discourse.group/t/custom-texturetintpipeline/2925>\
**Category:** Phaser 3\
**Created:** [June 27, 2019, 5:36pm UTC](https://phaser.discourse.group/t/custom-texturetintpipeline/2925 "2019-06-27T17:36:51Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![jcyuan](https://avatars.discourse-cdn.com/v4/letter/j/a3d4f5/32.png) [@jcyuan](https://phaser.discourse.group/u/jcyuan)\
**Post date:** [June 28, 2019, 6:27am UTC](https://phaser.discourse.group/t/custom-texturetintpipeline/2925/2 "2019-06-28T06:27:50Z")

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> [@Sprite Outline via Shader - showcase & looking for improvements](https://phaser.discourse.group/t/sprite-outline-via-shader-showcase-looking-for-improvements/2375):
>
> Hey guys, I am looking into outlining sprites using a shader - I am not an expert on shaders at all. I looked around a bit (googlefu) but did not find any already existing solution. This is what I got so far: solid color: [mouseover1] alpha color: [mouseover2] slightly more complex shape: [mouseover3] Here is the shader code: class OutlinePipeline extends Phaser.Renderer.WebGL.Pipelines.TextureTintPipeline { constructor(game: Phaser.Game) { let config = {game: game, …

this should help.

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_[View the full topic](https://phaser.discourse.group/t/custom-texturetintpipeline/2925)._
