# Transitions
URL: https://remocn.dev/docs/transitions

Scene transitions built as presentations for TransitionSeries

Most transitions here are presentations for `@remotion/transitions` — pass one to a `TransitionSeries.Transition` between two sequences and control the pace with `linearTiming` or `springTiming`. The sequencers at the bottom work differently: they own the whole run of scenes themselves.

## Camera Motion

Pure CSS-transform physics, no dependencies beyond Remotion.

## Shader

Textured, organic transitions driven by frame-synced shaders. Most use `@paper-design/shaders-react`; Shader Seam and Shader Spiral Pass use a local OpenShaders export.

## Stylized

Kinetic, interface-flavored transitions — typed wipes, scattering icons, and messaging motion.

## Canvas

Pixel-level transitions. These read the actual pixels of both scenes through the experimental html-in-canvas browser API and post-process them per frame, which is what makes tearing, burning, and shattering possible at all. Chrome 149+ behind `chrome://flags/#canvas-draw-element` shows the real effect; every other browser degrades to a CSS approximation of the same edit, so previews and renders never break.

## Graphic Cuts

Bold, showy cuts built from plain CSS and SVG: shapes, slats, torn paper, streaks and light. No dependencies beyond Remotion.

## Scene Sequencers

Not presentations. Each of these takes the whole list of scenes and runs the timeline itself, so the boundary is a property of the film rather than something dropped between two sequences. Scenes never overlap and the stage is continuous, which is what makes a run of them read as one cut instead of a slideshow.

## Wipes

## Type transitions

## Light

## Match cuts

## Morphs