Run it
Copy the script and paste it into your executor.
RunService = :()
Workspace = :()
Players = :()
Lighting = :()
Camera = Workspace.CurrentCamera
LocalPlayer = Players.LocalPlayer
Terrain = Workspace:() .(,Workspace)
().GI_SYSTEM = ().GI_SYSTEM {}
GI = ().GI_SYSTEM
_,v (Lighting:())
v:() v:()
Lighting.Technology = .Technology.Unified
Lighting.Ambient = .(,,)
Lighting.Brightness =
Lighting.EnvironmentDiffuseScale =
Lighting.EnvironmentSpecularScale =
Lighting.GlobalShadows =
Lighting.OutdoorAmbient = .(,,)
Lighting.ShadowSoftness =
Lighting.GeographicLatitude =
Lighting.ExposureCompensation =
Lighting.FogColor = .(,,)
Lighting.FogEnd =
Lighting.ClockTime =
Terrain.WaterColor = .(,,)
Terrain.WaterReflectance =
Terrain.WaterTransparency =
Terrain.WaterWaveSize =
Terrain.WaterWaveSpeed =
sunrays = .(, Lighting)
sunrays.Intensity =
sunrays.Spread =
atmosphere = .(, Lighting)
atmosphere.Density =
atmosphere.Decay = .(,,)
atmosphere.Color = .(,,)
atmosphere.Glare =
atmosphere.Haze =
dof = .(, Lighting)
dof.FarIntensity =
dof.FocusDistance =
dof.InFocusRadius =
clouds = .(, Lighting)
clouds.Cover =
clouds.Density =
clouds.Color = .(,,)
sky = .()
sky.SkyboxBk =
sky.SkyboxFt =
sky.SkyboxLf =
sky.SkyboxRt =
sky.SkyboxUp =
sky.SkyboxDn =
sky.Parent = Lighting
rainModel = .()
rainModel.Name =
rainModel.Parent = Workspace
drops = .()
drops.Size = .(,,)
drops.Anchored =
drops.CanCollide =
drops.Transparency =
drops.Parent = rainModel
i=,
p = .()
p.Texture =
p.Rate =
p.Lifetime = NumberRange.()
p.Speed = NumberRange.(-)
p.Size = NumberSequence.()
p.Color = ColorSequence.(.(,,), .(,,))
p.LightEmission =
p.LightInfluence =
p.Orientation = .ParticleOrientation.FacingCamera
p.EmissionDirection = .NormalId.Top
p.Parent = drops
splashes = .()
splashes.Size = .(,,)
splashes.Anchored =
splashes.CanCollide =
splashes.Transparency =
splashes.Parent = rainModel
i=,
p = .()
p.Texture =
p.Rate =
p.Lifetime = NumberRange.()
p.Speed = NumberRange.()
p.Size = NumberSequence.{
NumberSequenceKeypoint.(,),
NumberSequenceKeypoint.(,)
}
p.Transparency = NumberSequence.{
NumberSequenceKeypoint.(,),
NumberSequenceKeypoint.(,),
NumberSequenceKeypoint.(,),
NumberSequenceKeypoint.(,)
}
p.Acceleration = .(,-,)
p.Orientation = .ParticleOrientation.FacingCamera
p.Parent = splashes
rainSound = .()
rainSound.SoundId =
rainSound.Looped =
rainSound.Volume =
rainSound.RollOffMaxDistance =
rainSound.RollOffMinDistance =
rainSound.Parent = rainModel
rainSound:()
MAX_LIGHTS =
lights = {}
(part)
model = part:()
model Players:(model)
(part)
part:()
(part)
part.Transparency >
part.Size.Magnitude <
#lights >= MAX_LIGHTS
part:()
att = .()
att.Name =
att.Position = .(, part.Size.Y/, )
att.Parent = part
light = .()
light.Name =
light.Range = .(part.Size.Magnitude*,,)
light.Brightness =
light.Color = part.Color
light.Shadows =
light.Parent = att
lights[#lights+] = light
()
_,v (Workspace:())
(v)
()
Workspace.DescendantAdded:(createBounce)
RunService.Heartbeat:(()
i=,#lights
light = lights[i]
part = light.Parent light.Parent.Parent
part part:() (part)
light.Color = part.Color
light.Range = .(part.Size.Magnitude*,,)
)
(()
Terrain.WaterWaveSpeed = + .(()*)*
Terrain.WaterWaveSize = + .(()*)*
.()
)
RunService.RenderStepped:(()
Camera
cf = Camera.CFrame
drops.CFrame = cf + cf.LookVector* + .(,,)
splashes.CFrame = cf + cf.LookVector* - .(,,)
Workspace:()
clouds.Parent = Lighting
clouds.Parent =
)
LocalPlayer.CharacterAdded:(()
.()
()
)Custom lighting that makes your gaming experience better and cooler :)

Universal