name: add-effect description: Add a new effect to @remotion/effects, including implementation, package exports, docs, demos, preview images, Remotion skill updates, tests, formatting, and builds.
Add a new @remotion/effects effect
Use this skill when adding a new effect to @remotion/effects.
1. Pick the effect shape
- Prefer the WebGL2 backend for new effects. Use 2D only when WebGL cannot express the effect.
- Use a single file at
packages/effects/src/<effect-name>.tsfor simple effects. - Use a folder at
packages/effects/src/<effect-name>/plus a top-level re-export file when the effect needs multiple shaders, runtime helpers, or multiple files. - Follow naming already used by the package:
- File/subpath: kebab-case (
chromatic-aberration) - Function: camelCase (
chromaticAberration) - Type: PascalCase params (
ChromaticAberrationParams) - Effect type string:
remotion/<kebab-case-name>
- File/subpath: kebab-case (
2. Implement the effect
In the effect file:
- Import
SequenceSchemaandInternalsfromremotion. - Use
const {createEffect, createWebGL2ContextError} = Internals;. - Define defaults as
constvalues. - Define a schema with
satisfies SequenceSchema; these fields appear in Studio visual editing. - Export the params type.
- Resolve defaults in a
resolve()helper. - Validate params using helpers from:
packages/effects/src/validate-effect-param.tspackages/effects/src/color-utils.ts
- Throw
createWebGL2ContextError('<effect name> effect')if WebGL2 cannot be acquired. - Set
documentationLinktohttps://www.remotion.dev/docs/effects/<slug>. - Include every resolved parameter in
calculateKey().
For WebGL2 effects, use this general structure:
import type {SequenceSchema} from 'remotion';
import {Internals} from 'remotion';
import {assertOptionalFiniteNumber, validateUnitInterval} from './color-utils.js';
import {assertEffectParamsObject} from './validate-effect-param.js';
const {createEffect, createWebGL2ContextError} = Internals;
const DEFAULT_AMOUNT = 1 as const;
const myEffectSchema = {
amount: {
type: 'number',
min: 0,
max: 1,
step: 0.01,
default: DEFAULT_AMOUNT,
description: 'Amount',
},
} as const satisfies SequenceSchema;
export type MyEffectParams = {
readonly amount?: number;
};
type MyEffectResolved = {
amount: number;
};
const resolve = (p: MyEffectParams): MyEffectResolved => ({
amount: p.amount ?? DEFAULT_AMOUNT,
});
const validateMyEffectParams = (params: MyEffectParams): void => {
assertEffectParamsObject(params, 'My effect');
assertOptionalFiniteNumber(params.amount, 'amount');
validateUnitInterval(params.amount ?? DEFAULT_AMOUNT, 'amount');
};
type MyEffectState = {
readonly gl: WebGL2RenderingContext;
readonly program: WebGLProgram;
readonly vao: WebGLVertexArrayObject;
readonly vbo: WebGLBuffer;
readonly texture: WebGLTexture;
readonly uSource: WebGLUniformLocation | null;
readonly uAmount: WebGLUniformLocation | null;
};
const VERTEX_SHADER = /* glsl */ `#version 300 es
in vec2 aPos;
in vec2 aUv;
out vec2 vUv;
void main() {
vUv = aUv;
gl_Position = vec4(aPos, 0.0, 1.0);
}
`;
const FRAGMENT_SHADER = /* glsl */ `#version 300 es
precision highp float;
in vec2 vUv;
out vec4 fragColor;
uniform sampler2D uSource;
uniform float uAmount;
void main() {
vec4 color = texture(uSource, vUv);
fragColor = vec4(color.rgb * uAmount, color.a);
}
`;
// Follow existing helpers in halftone.ts or a runtime file for shader
// compilation, program linking, fullscreen-quad setup, and texture setup.
export const myEffect = createEffect<MyEffectParams, MyEffectState>({
type: 'remotion/my-effect',
label: 'My Effect',
documentationLink: 'https://www.remotion.dev/docs/effects/my-effect',
backend: 'webgl2',
calculateKey: (params) => {
const r = resolve(params);
return `my-effect-${r.amount}`;
},
setup: (target) => {
const gl = target.getContext('webgl2', {
premultipliedAlpha: true,
alpha: true,
preserveDrawingBuffer: true,
});
if (!gl) {
throw createWebGL2ContextError('my effect effect');
}
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
return createMyEffectState(gl, VERTEX_SHADER, FRAGMENT_SHADER);
},
apply: ({source, width, height, params, state, flipSourceY}) => {
const r = resolve(params);
state.gl.viewport(0, 0, width, height);
state.gl.bindFramebuffer(state.gl.FRAMEBUFFER, null);
state.gl.activeTexture(state.gl.TEXTURE0);
state.gl.bindTexture(state.gl.TEXTURE_2D, state.texture);
state.gl.pixelStorei(state.gl.UNPACK_FLIP_Y_WEBGL, flipSourceY);
state.gl.texImage2D(
state.gl.TEXTURE_2D,
0,
state.gl.RGBA,
state.gl.RGBA,
state.gl.UNSIGNED_BYTE,
source as TexImageSource,
);
state.gl.useProgram(state.program);
if (state.uSource) state.gl.uniform1i(state.uSource, 0);
if (state.uAmount) state.gl.uniform1f(state.uAmount, r.amount);
state.gl.bindVertexArray(state.vao);
state.gl.drawArrays(state.gl.TRIANGLE_STRIP, 0, 4);
},
cleanup: ({gl, program, vao, vbo, texture}) => {
gl.deleteTexture(texture);
gl.deleteBuffer(vbo);
gl.deleteProgram(program);
gl.deleteVertexArray(vao);
},
schema: myEffectSchema,
validateParams: validateMyEffectParams,
});
Look at existing WebGL2 effects such as halftone.ts,
blur/blur-runtime.ts, chromatic-aberration/chromatic-aberration-runtime.ts,
and wave/wave-runtime.ts before adding new helpers. In the template above,
createMyEffectState() stands for the shader compilation, program linking,
fullscreen-quad, texture, and uniform-location setup used by those files.
3. Register package entry points
Update:
packages/effects/bundle.ts— add the newsrc/<effect-name>.tsentrypoint.packages/effects/package.json:- Add
exports["./<effect-name>"]. - Add the
typesVersionsentry.
- Add
If using a folder implementation, add a top-level file that re-exports from the folder:
export {myEffect, type MyEffectParams} from './my-effect/index.js';
4. Add tests
Update packages/effects/src/test/effect-params.test.ts:
- Import the new effect.
- Add it to the documentation link test.
- Test default params when all fields are optional.
- Test required params if any are required.
- Test invalid values and exact error substrings.
- Test that meaningful params produce distinct
effectKeyvalues.
Run:
cd packages/effects
bun test src/test
bunx turbo make --filter="@remotion/effects"
5. Add docs
Create packages/docs/docs/effects/<effect-name>.mdx.
Follow existing effect pages:
- Frontmatter:
slug,title,sidebar_label,crumb: '@remotion/effects'. - Add
image:only after runningbun render-cards.ts. - H1:
# effectName()<AvailableFrom v="..." />. - Include
_Part of the [@remotion/effects](/docs/effects/api) package._. - Add a short description.
- Add
<EffectsDemo type="effects-<effect-name>" />. - Add a twoslash example with
title="MyComp.tsx". - Document each option as its own
###heading, using?for optional parameters. - Add a
disabled?section. - Add a See also section.
Update:
packages/docs/sidebars.ts— add'effects/<effect-name>'in alphabetical order.packages/docs/docs/effects/table-of-contents.tsx— add a card in the right category.packages/docs/src/data/articles.tsby running the card generator, not by hand.
Use the writing-docs skill for documentation wording.
6. Add the interactive docs demo
Create packages/docs/components/effects/effects-<effect-name>-preview.tsx.
Use the same preview source as other effects:
import {myEffect} from '@remotion/effects/my-effect';
import React from 'react';
import {CanvasImage} from 'remotion';
import {EFFECTS_PREVIEW_IMAGE_SRC} from './effects-preview-image';
export const EffectsMyEffectPreview: React.FC<{
readonly amount: number;
}> = ({amount}) => {
return (
<CanvasImage
src={EFFECTS_PREVIEW_IMAGE_SRC}
width={1280}
height={720}
fit="cover"
effects={[myEffect({amount})]}
/>
);
};
Use fit="cover" for docs effect previews so the shared preview image fills
the 16:9 canvas and does not leave transparent bars.
Register the demo in packages/docs/components/effects-demos/registry.ts:
- Import the preview component and the real effect schema (or read it from
effect().definition.schema). - Add an entry with
id: 'effects-<effect-name>'. - Add
initialValuesonly for required fields whose schema default isundefined.
Use the docs-demo skill for demo details.
7. Add and render the table-of-contents preview composition
The TOC card must come from a real Remotion composition in packages/docs, not a hand-written asset.
Always render preview assets as PNG files.
Add a Still to packages/docs/src/remotion/Root.tsx under the effect-previews folder:
<Still
id="effects-my-effect-preview"
component={EffectsMyEffectPreview}
width={1280}
height={720}
defaultProps={{
amount: 1,
}}
/>
Use the same width and height as the preview component's CanvasImage.
If the preview component uses the shared docs preview image, keep
fit="cover" on CanvasImage. Rendering a 16:9 preview component into a
different aspect ratio can leave black bars in the generated TOC image.
Then render from packages/docs:
bunx remotion still src/remotion/entry.ts effects-my-effect-preview static/img/effects-my-effect-preview.png --overwrite --image-format=png
Commit both:
- The composition entry in
packages/docs/src/remotion/Root.tsx - The rendered image in
packages/docs/static/img/
8. Generate docs card
Run:
cd packages/docs
bun render-cards.ts
Commit the generated packages/docs/static/generated/articles-docs-effects-<effect-name>.png and the new image: frontmatter line.
If render-cards.ts opportunistically generates unrelated missing cards, remove those unrelated files unless they belong to the current change.
9. Update the Remotion skill
Keep the agent-facing Remotion skill in sync with the new effect.
Update packages/skills/skills/remotion/SKILL.md:
- Add
effectName()to theAvailable effects:line under## Visual and pixel effects. - Keep the list sorted in the same order as
packages/docs/docs/effects/table-of-contents.tsx. - Keep this top-level entry concise; do not add props or examples here.
Do not duplicate the full list in packages/skills/skills/remotion/rules/effects.md; keep that rule limited to general usage mechanics unless the new effect changes import or installation conventions.
10. Format, build, and verify
Run:
cd packages/effects
bunx oxfmt src --write
cd ../..
bun run build
bun run formatting
If the change touches docs source, bun run formatting covers packages/docs/src. For MDX-only edits, do not run formatters on docs pages.
Before committing, check:
git diff --check
git status --short
Common pitfalls
- Do not forget
package.jsonexportsandtypesVersions; subpath imports like@remotion/effects/my-effectdepend on them. - Do not forget
bundle.ts; otherwise the ESM subpath will not be built. - Do not forget to update the top-level available effects list in
packages/skills/skills/remotion/SKILL.md. - Do not leave temporary render entry points in
packages/docs/src/remotion. - Do not use a hand-written SVG for the effect TOC preview.
- Preserve alpha unless the effect intentionally changes it.
- For pixel math, be aware canvases store premultiplied alpha.
- WebGL color math often needs to unpremultiply the sampled RGB before luminance or threshold calculations, then premultiply the output RGB again.