Add a new effect to @remotion/effects, including implementation, package exports, docs, demos, preview images, Remotion skill updates, tests, formatting, and builds.
npx skills add https://github.com/remotion-dev/remotion --skill add-effect
@remotion/effects effectUse this skill when adding a new effect to @remotion/effects.
packages/effects/src/<effect-name>.ts for simple effects.packages/effects/src/<effect-name>/ plus a top-level re-export file when the effect needs multiple shaders, runtime helpers, or multiple files.chromatic-aberration)chromaticAberration)ChromaticAberrationParams)remotion/<kebab-case-name>In the effect file:
SequenceSchema and Internals from remotion.const {createEffect, createWebGL2ContextError} = Internals;.const values.satisfies SequenceSchema; these fields appear in Studio visual editing.resolve() helper.packages/effects/src/validate-effect-param.tspackages/effects/src/color-utils.tscreateWebGL2ContextError('<effect name> effect') if WebGL2 cannot be acquired.documentationLink to https://www.remotion.dev/docs/effects/<slug>.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.
Update:
packages/effects/bundle.ts — add the new src/<effect-name>.ts entrypoint.packages/effects/package.json:exports["./<effect-name>"].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';
Update packages/effects/src/test/effect-params.test.ts:
effectKey values.Run:
cd packages/effects
bun test src/test
bunx turbo make --filter="@remotion/effects"
Create packages/docs/docs/effects/<effect-name>.mdx.
Follow existing effect pages:
slug, title, sidebar_label, crumb: '@remotion/effects'.image: only after running bun render-cards.ts.# effectName()<AvailableFrom v="..." />._Part of the @remotion/effects package._.<EffectsDemo type="effects-<effect-name>" />.title="MyComp.tsx".### heading, using ? for optional parameters.disabled? 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.
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:
effect().definition.schema).id: 'effects-<effect-name>'.initialValues only for required fields whose schema default is undefined.Use the docs-demo skill for demo details.
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:
packages/docs/src/remotion/Root.tsxpackages/docs/static/img/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.
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.
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
package.json exports and typesVersions; subpath imports like @remotion/effects/my-effect depend on them.bundle.ts; otherwise the ESM subpath will not be built.packages/docs/src/remotion.or threshold calculations, then premultiply the output RGB again.
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Take remotion-dev/add-effect from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.