repeat wait() until game.Players.LocalPlayer and game.Players.LocalPlayer.Character and game:IsLoaded() local function loadassets() sethiddenproperty(workspace.Terrain, "Decoration", true) sethiddenproperty(game.Lighting, "Technology", "ShadowMap") sethiddenproperty(game.Lighting, "ShadowSoftness", .2) sethiddenproperty(game.Lighting, "Brightness", 3) sethiddenproperty(game.Lighting, "ExposureCompensation", -.9) local CC = Instance.new("ColorCorrectionEffect", game.Lighting) local Atmosphere = Instance.new("Atmosphere", game.Lighting) local Bloom = Instance.new("BloomEffect", game.Lighting) local DOP = Instance.new("DepthOfFieldEffect", game.Lighting) local Blur = Instance.new("BlurEffect", game.Lighting) local SunRays = Instance.new("SunRaysEffect", game.Lighting) CC.Saturation = .25 Atmosphere.Color = Color3.fromRGB(199, 170, 107) Atmosphere.Decay = Color3.fromRGB(92, 60, 13) Bloom.Intensity = .8 Bloom.Size = 50 Bloom.Threshold = .9 DOP.FarIntensity = .75 DOP.InFocusRadius = 200 DOP.NearIntensity = .75 Blur.Size = 2 SunRays.Intensity = .04 SunRays.Spread = .4 local function refreshparticles() while wait(5) do for i, v in pairs(game:GetDescendants()) do if v.ClassName == "ParticleEmitter" then v.Brightness = 5 end end end end task.spawn(refreshparticles) end local Success, Failed = pcall(function() loadassets() end) if Failed then task.delay(3, loadassets) end