---
name: Vignette
slug: vignette
category: surface
status: published
created: 2026-08-21T00:00:00.000Z
modified: 2026-08-26T00:00:00.000Z
definition: A gradual darkening toward the edges of an image that pulls the eye
  to the centre, borrowed from lens falloff and applied deliberately for focus
  and mood.
aliases:
  - name: vignetting
    source: community
  - name: lens vignette
    source: community
  - name: edge darkening
    source: community
tags:
  - media
  - perception
relations:
  contrastWith:
    - scrim
    - progressive-blur
  variantOf: []
  partOf: []
  seeAlso:
    - retro-film-aesthetic
implementations: []
sources:
  - title: "Wikipedia: Vignetting"
    url: https://en.wikipedia.org/wiki/Vignetting
demo: inline
exhibit: false
useWhen: the edges of an image quietly dimmed to hold focus
---

Vignetting started as a defect. A lens passes less light to the corners of the frame than to
the middle, for four separate reasons that photographers name separately: the hood or filter
ring physically clipping the cone of light, the falloff that geometry alone produces, the
aperture blades shading the oblique rays, and, on a digital sensor, photosites that answer
light arriving at a steep angle less willingly. Printers then spent decades adding the same
darkening back on purpose, burning in the edges under the enlarger to stop the eye wandering
off the paper. Interfaces inherited the deliberate version. One absolutely positioned layer,
a radial gradient of black at a low [alpha](/alpha-channel), `pointer-events: none` and
`aria-hidden`, laid over a photograph or a video poster so the middle of the picture keeps the
attention.

The word gets used for a second layer that is not the same thing, and the distinction is worth
holding. A [scrim](/scrim) is functional: it exists so text on top clears its
[contrast ratio](/contrast-ratio), so it is usually one sided, heaviest at the edge the words
sit against, and it is judged by measuring the composited pixels under the glyphs. A vignette
is compositional: radially symmetric, spending the same ink on all four corners whether or not
anything is written there, and judged by where the eye lands. A [hero](/hero) often carries
both layers at once, and the whole stack gets called a vignette in conversation, which is fine
until someone tries to fix a failing contrast check by deepening the corners.

The tuning is mostly restraint. Match the gradient's shape to the frame rather than using a
circle, since a circular falloff on a wide image darkens the left and right edges long before
the top and bottom. Keep the centre fully transparent across a generous radius and give the
ramp a long soft tail, because a visible boundary reads as a smudged lens or a bad crop rather
than as mood. Prefer a black overlay at a stated alpha over a `filter`, so the value is one
token instead of a per-image guess, and remember it is subtractive: anything already near the
edge, a caption, a play button, a control in the corner, loses real contrast to it. On small
cards a vignette is easy to misread as an inset shadow or a rendering bug, and on a whole page
it dims content the reader actually needs, which is why it belongs on imagery and almost never
on layout.

Two naming traps. Outside design, a vignette is a short self contained scene in writing or a
small decorative illustration, so a component named `Vignette` in an unfamiliar codebase is
worth opening before assuming it darkens anything. Inside design, the corner darkening is one
ingredient in larger costumes rather than a look of its own: it turns up in
[retro film](/retro-film-aesthetic) alongside grain and halation, under
[scanlines](/scanlines) as part of the tube, and beside a [duotone](/duotone) treatment where
the two together do the job a photograph on its own would not.
