add-effect
Add a new effect to @remotion/effects, including implementation, package exports, docs, demos, preview images, Remotion skill updates, tests, formatting, and builds.
How do I install this agent skill?
npx skills add https://github.com/remotion-dev/remotion --skill add-effectIs this agent skill safe to install?
- Gen Agent Trust Hubpass
This skill provides a comprehensive guide for developers to add new visual effects to the @remotion/effects package. It covers implementation, testing, documentation, and registry updates using standard project tools like Bun and Turbo. No security risks or malicious patterns were identified.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
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-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.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 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.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/remotion-dev/remotion/add-effect">View add-effect on skillZs</a>