local Lighting = game:GetService("Lighting") local RunService = game:GetService("RunService") local MaterialService = game:GetService("MaterialService") -- Force the game to stay in daytime local function forceDaytime() Lighting.ClockTime = 12 -- Set time to 12:00 PM (midday) Lighting.GeographicLatitude = 0 -- Adjust for direct sunlight end -- Continuously force daytime (to prevent other scripts from changing it) RunService.Heartbeat:Connect(function() forceDaytime() end) -- Configure global lighting settings Lighting.GlobalShadows = true -- Enable shadows Lighting.ShadowSoftness = 0.3 -- Softer shadows for better visibility Lighting.Brightness = 3 -- Increase overall brightness Lighting.OutdoorAmbient = Color3.new(0.8, 0.8, 0.8) -- Brighter ambient light Lighting.Ambient = Color3.new(0.6, 0.6, 0.6) -- Brighter indoor light -- Enable realistic lighting technology (ShadowMap or Voxel) Lighting.Technology = Enum.Technology.ShadowMap -- Use ShadowMap for realistic shadows -- Add SunRays for god rays effect (optional) local sunRays = Instance.new("SunRaysEffect") sunRays.Parent = Lighting sunRays.Intensity = 0.2 -- Subtle sun rays sunRays.Spread = 0.5 -- Add Bloom for glowing effects (optional) local bloom = Instance.new("BloomEffect") bloom.Parent = Lighting bloom.Intensity = 0.3 -- Reduced bloom intensity bloom.Size = 10 -- Add Atmosphere for a light fog effect (optional) local atmosphere = Instance.new("Atmosphere") atmosphere.Parent = Lighting atmosphere.Density = 0.1 -- Reduced fog density atmosphere.Offset = 0.5 atmosphere.Color = Color3.new(0.9, 0.9, 0.9) -- Lighter fog color atmosphere.Decay = Color3.new(0.9, 0.9, 0.9) atmosphere.Glare = 0 atmosphere.Haze = 0 -- Add ColorCorrection for a slightly desaturated look (optional) local colorCorrection = Instance.new("ColorCorrectionEffect") colorCorrection.Parent = Lighting colorCorrection.Saturation = -0.1 -- Slight desaturation colorCorrection.Contrast = 0.1 -- Slight contrast increase -- Add Blur for a subtle post-processing effect (optional) local blur = Instance.new("BlurEffect") blur.Parent = Lighting blur.Size = 1 -- Slight blur for a soft effect -- Disable reflections for all parts local function disableReflections(part) if part:IsA("BasePart") then part.Reflectance = 0 -- Disable reflections end end -- Apply to all existing parts for _, part in ipairs(workspace:GetDescendants()) do disableReflections(part) end -- Listen for new parts being added workspace.DescendantAdded:Connect(function(part) disableReflections(part) end) -- Make glass materials clear but non-reflective (optional) local function makeGlassClear(part) if part:IsA("BasePart") and part.Material == Enum.Material.Glass then part.Transparency = 1 -- Fully transparent part.Reflectance = 0 -- No reflections end end -- Apply to all existing glass parts for _, part in ipairs(workspace:GetDescendants()) do makeGlassClear(part) end -- Listen for new glass parts being added workspace.DescendantAdded:Connect(function(part) makeGlassClear(part) end) -- Dynamic performance adjustment for low-end devices local function onDevicePerformance(performance) if performance == "low" then bloom.Enabled = false blur.Enabled = false sunRays.Enabled = false Lighting.GlobalShadows = false else bloom.Enabled = true blur.Enabled = true sunRays.Enabled = true Lighting.GlobalShadows = true end end -- Simulate device performance check (replace with actual performance detection) local performanceLevel = "medium" -- Assume medium performance by default onDevicePerformance(performanceLevel)