Run it
Copy the script and paste it into your executor.
Lighting = :()
RunService = :()
Workspace = :()
Players = :()
player = Players.LocalPlayer
Terrain = Workspace.Terrain
FADE_IN_TIME =
FADE_OUT_TIME =
MOTION_THRESHOLD =
MAX_BLUR =
(className, name, parent)
effect = parent:(name)
effect effect:(className)
effect:()
effect =
effect
effect = .(className)
effect.Name = name
effect.Parent = parent
effect.Enabled =
effect
()
Lighting.ClockTime =
Lighting.GeographicLatitude =
Lighting.GlobalShadows =
Lighting.Brightness =
Lighting.ExposureCompensation =
Lighting.EnvironmentDiffuseScale =
Lighting.EnvironmentSpecularScale =
Lighting.ShadowSoftness =
sky = Lighting:()
sky
sky = .()
sky.Parent = Lighting
sky.CelestialBodiesShown =
sky.SunAngularSize =
sky.MoonAngularSize =
sky.StarCount =
cc = (
,
,
Lighting
)
cc.Saturation =
cc.Contrast =
cc.Brightness =
cc.TintColor = .(, , )
bloom = (
,
,
Lighting
)
bloom.Intensity =
bloom.Size =
bloom.Threshold =
rays = (
,
,
Lighting
)
rays.Intensity =
rays.Spread =
atmosphere = Lighting:()
atmosphere
atmosphere = .()
atmosphere.Parent = Lighting
atmosphere.Density =
atmosphere.Offset =
atmosphere.Color = .(, , )
atmosphere.Decay = .(, , )
atmosphere.Glare =
atmosphere.Haze =
dof = (
,
,
Lighting
)
dof.FocusDistance =
dof.InFocusRadius =
dof.NearIntensity =
dof.FarIntensity =
blur = (
,
,
Lighting
)
blur.Size =
blur
blur = ()
Terrain.WaterWaveSpeed =
Terrain.WaterWaveSize =
Terrain.WaterTransparency =
Terrain.WaterReflectance =
clouds = Terrain:()
clouds
clouds = .()
clouds.Parent = Terrain
clouds.Cover =
clouds.Density =
clouds.Color = .(, , )
(obj)
obj:()
obj.Reflectance =
_, obj (Workspace:())
(obj)
Workspace.DescendantAdded:(applyReflectance)
camera = Workspace.CurrentCamera
previousCFrame =
wasMoving =
currentBlur =
transitionFrom =
transitionTo =
transitionStart =
transitionDuration = FADE_OUT_TIME
transitioning =
(target, duration)
transitionFrom = currentBlur
transitionTo = target
transitionStart = .()
transitionDuration = .(duration, )
transitioning =
RunService.RenderStepped:((dt)
blur blur.Parent
blur = (
,
,
Lighting
)
blur.Size = currentBlur
camera = Workspace.CurrentCamera
camera
angularSpeed =
previousCFrame
delta = previousCFrame:(camera.CFrame)
_, angle = delta:()
dt >
angularSpeed = .(angle) / dt
previousCFrame = camera.CFrame
moving = angularSpeed > MOTION_THRESHOLD
moving wasMoving
target = .(
(angularSpeed - MOTION_THRESHOLD) * ,
,
MAX_BLUR
)
target <
target =
(target, FADE_IN_TIME)
moving wasMoving
(, FADE_OUT_TIME)
wasMoving = moving
transitioning
elapsed = .() - transitionStart
alpha = .(
elapsed / transitionDuration,
,
)
currentBlur = transitionFrom
+ (transitionTo - transitionFrom) * alpha
alpha >=
currentBlur = transitionTo
transitioning =
blur.Size = currentBlur
)
player.CharacterAdded:(()
.()
blur = ()
blur.Size = currentBlur
)
()
()realistic shader like normal doesnt need rtx

Universal