local Lighting = game:GetService("Lighting") local Workspace = game:GetService("Workspace") for _, v in pairs(Lighting:GetChildren()) do if v:IsA("PostProcessEffect") or v:IsA("DepthOfFieldEffect") or v:IsA("BlurEffect") then v:Destroy() end end Lighting.Technology = Enum.Technology.Future Lighting.Brightness = 1.0 -- Matahari tetep adem Lighting.EnvironmentDiffuseScale = 0.2 Lighting.EnvironmentSpecularScale = 1 Lighting.ExposureCompensation = 0.6 local bloom = Instance.new("BloomEffect", Lighting) bloom.Intensity = 1.2 bloom.Size = 28 bloom.Threshold = 0.5 local dof = Instance.new("DepthOfFieldEffect", Lighting) dof.FarIntensity = 0.85 dof.FocusDistance = 7 dof.InFocusRadius = 10 dof.NearIntensity = 0.1 local cc = Instance.new("ColorCorrectionEffect", Lighting) cc.Contrast = 0.3 cc.Saturation = 0.15 cc.Brightness = -0.02 local rays = Instance.new("SunRaysEffect", Lighting) rays.Intensity = 0.03 rays.Spread = 0.5 for _, v in pairs(Workspace:GetDescendants()) do if v:IsA("BasePart") or v:IsA("MeshPart") then if v.Reflectance < 0.1 then v.Reflectance = 0.12 end v.CastShadow = true end end