local ToDisable = { VisualEffects = true, Parts = true, Particles = true, Sky = true } local ToEnable = { FullBright = false } local Stuff = {} for _, v in next, game:GetDescendants() do if ToDisable.Parts then if v:IsA("Part") or v:IsA("Union") or v:IsA("BasePart") then v.Material = Enum.Material.SmoothPlastic table.insert(Stuff, 1, v) end end if ToDisable.Particles then if v:IsA("ParticleEmitter") or v:IsA("Smoke") or v:IsA("Explosion") or v:IsA("Sparkles") or v:IsA("Fire") then v.Enabled = false table.insert(Stuff, 1, v) end end if ToDisable.VisualEffects then if v:IsA("BloomEffect") or v:IsA("BlurEffect") or v:IsA("DepthOfFieldEffect") or v:IsA("SunRaysEffect") then v.Enabled = false table.insert(Stuff, 1, v) end end if ToDisable.Sky then if v:IsA("Sky") then v.Parent = nil table.insert(Stuff, 1, v) end end end game:GetService("TestService"):Message("Effects Disabler Script: Successfully disabled "..#Stuff.." assets/effects. Settings:") for i, v in next, ToDisable do print(tostring(i)..": "..tostring(v)) end if ToEnable.FullBright then local Lighting = game:GetService("Lighting") Lighting.FogColor = Color3.fromRGB(255, 255, 255) Lighting.FogEnd = math.huge Lighting.FogStart = math.huge Lighting.Ambient = Color3.fromRGB(255, 255, 255) Lighting.Brightness = 5 Lighting.ColorShift_Bottom = Color3.fromRGB(255, 255, 255) Lighting.ColorShift_Top = Color3.fromRGB(255, 255, 255) Lighting.OutdoorAmbient = Color3.fromRGB(255, 255, 255) Lighting.Outlines = true end