Skip to main content

add-effect

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

Informations de source

Dépôt
remotion-dev/remotion
Dernière activité de la source
22 septembre 2026 à 16:50
Langue détectée de SKILL.md
anglais
Étoiles
64 425
Forks
5 086

Options d'installation

Le prompt qui vérifie d'abord la source est sélectionné par défaut. Vous pouvez passer à une commande directe ou télécharger une copie locale.

Vérifiez les fichiers source

Lisez SKILL.md et les fichiers associés affichés par SkillsMP avant de décider de l'installer.

Affichage de SKILL.md

SKILL.md
Instructions source · Aperçu en lecture seule
name
add-effect
description
Add a new effect to @remotion/effects, including implementation, package exports, docs, demos, preview images, Remotion skill updates, 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>.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: ```ts 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: ```ts export {myEffect, type MyEffectParams} from './my-effect/index.js'; ``` ## 4. Build and verify Run the existing tests and build: ```bash 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](/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.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: ```tsx 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: ```tsx <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`: ```bash 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: ```bash 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: ```bash 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: ```bash 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.
Voir sur GitHub