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