# Vignette The **Vignette** effect darkens the edges of an image, leaving the center of the image brighter. For more information on the Vignette effect, see the [Vignette](https://docs.unity3d.com/Manual/PostProcessing-Vignette.html) documentation in the Unity manual. The Vignette effect in the post-processing stack has two modes: - [Classic](#classic) - [Masked](#masked) ## Classic Classic mode has parametric controls for the position, shape and intensity of the Vignette. This is the most common way to use the effect. ![](images/vignette-1.png) ### Properties | Property | Function | | :-------------- | :------------------------------------------------------------ | | Color | Set the color of the Vignette. | | Center | Set the Vignette center point (screen center is [0.5,0.5]). | | Intensity | Set the amount of vignetting on screen. | | Smoothness | Set the smoothness of the Vignette borders. | | Roundness | Set the value to round the Vignette. Lower values will make a more squared vignette. | | Rounded | Enable this checkbox to make the vignette perfectly round. When disable, the Vignette effect is dependent on the current aspect ratio. | ## Masked Masked mode multiplies a custom texture mask over the screen to create a Vignette effect. This mode can be used to achieve less common or irregular vignetting effects. ![](images/vignette-2.png) ### Properties | Property | Function | | :------------- | :------------------------------------------------------- | | Color | Set the color of the Vignette. Use the alpha channel for transparency. | | Mask | Select a black and white mask to use as a vignette. | | Intensity | Set the mask opacity value. | ### Requirements - Shader Model 3 See the [Graphics Hardware Capabilities and Emulation](https://docs.unity3d.com/Manual/GraphicsEmulation.html) page for further details and a list of compliant hardware.