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Add Effect Agent Skill

Add a new effect to @remotion/effects, including implementation, package exports, docs, demos, preview images, Remotion skill updates, tests, formatting, and builds.

3k tokens
context cost
the whole folder, loaded on every use
1
files
instructions only
0
copies elsewhere
how many repositories repackaged it
55471
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/remotion-dev/remotion --skill add-effect

The instruction itself

12 sections, as written by the author

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>.ts for 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>

2. Implement the effect

In the effect file:

  • Import SequenceSchema and Internals from remotion.
  • Use const {createEffect, createWebGL2ContextError} = Internals;.
  • Define defaults as const values.
  • 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.ts
  • packages/effects/src/color-utils.ts
  • Throw createWebGL2ContextError('<effect name> effect') if WebGL2 cannot be acquired.
  • Set documentationLink to https://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 new src/<effect-name>.ts entrypoint.
  • packages/effects/package.json:
  • Add exports["./<effect-name>"].
  • Add the typesVersions entry.

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 effectKey values.

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 running bun render-cards.ts.
  • H1: # effectName()<AvailableFrom v="..." />.
  • Include _Part of the @remotion/effects 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.ts by 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 initialValues only for required fields whose schema default is undefined.

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-markup/effects.md only if the new effect changes general usage mechanics, import conventions, installation guidance, or custom-effect recommendations. Do not duplicate the full effect list there; use the docs table of contents as the canonical list.

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.json exports and typesVersions; subpath imports like @remotion/effects/my-effect depend on them.
  • Do not forget bundle.ts; otherwise the ESM subpath will not be built.
  • 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.

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How to use it

Copy the folder

Take remotion-dev/add-effect from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

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