local Lighting = game:GetService("Lighting") local MaterialService = game:GetService("MaterialService") local RunService = game:GetService("RunService") local Workspace = game:GetService("Workspace") local Terrain = Workspace:FindFirstChildOfClass("Terrain") local Camera = Workspace.CurrentCamera for _, v in ipairs(Lighting:GetChildren()) do if v:IsA("PostEffect") or v:IsA("Atmosphere") or v:IsA("Sky") then v:Destroy() end end MaterialService.Use2022Materials = true Lighting.GlobalShadows = true Lighting.ShadowSoftness = 0.92 Lighting.EnvironmentDiffuseScale = 1 Lighting.EnvironmentSpecularScale = 0.55 Lighting.Brightness = 2.2 Lighting.ExposureCompensation = -0.28 Lighting.GeographicLatitude = 34.5 local Atmosphere = Instance.new("Atmosphere") Atmosphere.Density = 0.48 Atmosphere.Offset = -0.35 Atmosphere.Color = Color3.fromRGB(255, 200, 140) Atmosphere.Decay = Color3.fromRGB(120, 85, 60) Atmosphere.Glare = 0.42 Atmosphere.Haze = 1.85 Atmosphere.Parent = Lighting local ColorCorrection = Instance.new("ColorCorrectionEffect") ColorCorrection.Brightness = 0.06 ColorCorrection.Contrast = 0.2 ColorCorrection.Saturation = 0.18 ColorCorrection.TintColor = Color3.fromRGB(255, 220, 170) ColorCorrection.Parent = Lighting local Bloom = Instance.new("BloomEffect") Bloom.Intensity = 1.35 Bloom.Size = 80 Bloom.Threshold = 0.95 Bloom.Parent = Lighting local SunRays = Instance.new("SunRaysEffect") SunRays.Intensity = 0.14 SunRays.Spread = 0.98 SunRays.Parent = Lighting local DepthOfField = Instance.new("DepthOfFieldEffect") DepthOfField.FarIntensity = 0.32 DepthOfField.FocusDistance = 60 DepthOfField.InFocusRadius = 30 DepthOfField.NearIntensity = 0 DepthOfField.Parent = Lighting if Terrain then Terrain.WaterColor = Color3.fromRGB(255, 195, 145) Terrain.WaterReflectance = 0.95 Terrain.WaterTransparency = 0.38 Terrain.WaterWaveSize = 0.18 Terrain.WaterWaveSpeed = 14 end local startTime = os.clock() RunService.RenderStepped:Connect(function() local t = (os.clock() - startTime) * 0.008 local dayCycle = (math.sin(t)+1)/2 Lighting.ClockTime = 6 + dayCycle*18 local sunAngle = (Lighting.ClockTime/24) * 360 if Lighting.ClockTime < 6 or Lighting.ClockTime > 18 then Lighting.Ambient = Color3.fromRGB(50, 50, 70) Lighting.OutdoorAmbient = Color3.fromRGB(60, 60, 80) Lighting.ColorShift_Top = Color3.fromRGB(25, 25, 40) Lighting.ColorShift_Bottom = Color3.fromRGB(15, 15, 30) ColorCorrection.TintColor = Color3.fromRGB(90, 90, 120) Bloom.Intensity = 0.2 SunRays.Intensity = 0.01 DepthOfField.FocusDistance = 50 else local golden = 0.5 + math.sin(t*math.pi)*0.5 Lighting.Ambient = Color3.fromRGB(160 + golden*20, 125 + golden*15, 85 + golden*10) Lighting.OutdoorAmbient = Color3.fromRGB(195 + golden*20, 150 + golden*15, 110 + golden*10) Lighting.ColorShift_Top = Color3.fromRGB(255 - math.clamp(sunAngle-180,0,90)*0.8, 190, 135) Lighting.ColorShift_Bottom = Color3.fromRGB(145, 110, 80) ColorCorrection.TintColor = Color3.fromRGB(255, 220, 170) Bloom.Intensity = 1.35 + golden*0.15 SunRays.Intensity = 0.14 + golden*0.03 DepthOfField.FocusDistance = 60 + golden*7 DepthOfField.InFocusRadius = 30 + golden*3 end Atmosphere.Color = Color3.fromRGB(255, 200 + math.sin(t*2)*15, 140) Atmosphere.Haze = 1.85 + math.sin(t*1.5)*0.12 if Camera then local camFocus = Camera.CFrame.LookVector DepthOfField.FocusDistance = DepthOfField.FocusDistance + camFocus.Magnitude*2 end end)