Color vignette

Vignette + color, you can change the color and the alpha of the effect.

You can use this in fullscreen with a TextureRect node.
[!] But don’t forget to add a full white bitmap (or other bitmap 🙂 ) in TextureRect.


Shader code
shader_type canvas_item;

uniform float vignette_intensity = 0.4;
uniform float vignette_opacity : hint_range(0.0, 1.0) = 0.5;
uniform vec4 vignette_rgb : hint_color = vec4(0.0, 0.0, 0.0, 1.0);

float vignette(vec2 uv){
	uv *= 1.0 - uv.xy;
	float vignette = uv.x * uv.y * 15.0;
	return pow(vignette, vignette_intensity * vignette_opacity);

void fragment(){
	vec4 color = texture(SCREEN_TEXTURE, SCREEN_UV);
	vec4 text = texture(TEXTURE, UV);
	text.rgba *= (vignette_rgb.rgba);
	text.rgba *= (1.0 - vignette(UV));
	COLOR = vec4((text.rgb)*color.rgb,text.a);
Color, vignette, Vignetting
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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