Run it
Copy the script and paste it into your executor.
Lighting = :()
RunService = :()
ATMOSPHERE_NAME =
SUNRAYS_NAME =
Atmosphere, SunFlare
()
cleanupCount =
_, child (Lighting:())
child.Name == ATMOSPHERE_NAME child.Name == SUNRAYS_NAME child:()
child:()
cleanupCount = cleanupCount +
cleanupCount >
(, cleanupCount, )
()
existeAtmosphere =
existeSunRays =
_, child (Lighting:())
child.Name == ATMOSPHERE_NAME
existeAtmosphere =
Atmosphere = child
child.Name == SUNRAYS_NAME
existeSunRays =
SunFlare = child
existeAtmosphere
Atmosphere = .()
Atmosphere.Name = ATMOSPHERE_NAME
Atmosphere.Parent = Lighting
existeSunRays
SunFlare = .()
SunFlare.Name = SUNRAYS_NAME
SunFlare.Spread =
SunFlare.Parent = Lighting
Lighting.Technology = .Technology.Future
Lighting.GlobalShadows =
Lighting.ShadowSoftness =
Lighting.Ambient = .(, , )
Lighting.OutdoorAmbient = .(, , )
Lighting.EnvironmentDiffuseScale =
Lighting.EnvironmentSpecularScale =
Lighting.ClockTime =
()
()
NightFog = .(, , )
NightAtmosphere = .(, , )
NightDecay = .(, , )
DawnFog = .(, , )
DawnAtmosphere = .(, , )
DawnDecay = .(, , )
DayFog = .(, , )
DayAtmosphere = .(, , )
DayDecay = .(, , )
nevoaIntensidade =
nevoaMaxima =
lastState =
lastUpdate =
lastFogUpdate =
.(()
t = Lighting.ClockTime
currentTime = ()
currentState =
t >= t <
currentState =
t >= t <
currentState =
t >= t <
currentState =
currentState =
currentState ~= lastState
lastState = currentState
currentState ==
Lighting.FogColor = NightFog
Lighting.Brightness =
Lighting.ExposureCompensation =
Atmosphere.Color = NightAtmosphere
Atmosphere.Decay = NightDecay
Atmosphere.Density =
SunFlare.Intensity =
currentState ==
Lighting.FogColor = DawnFog
Lighting.Brightness =
Lighting.ExposureCompensation =
Atmosphere.Color = DawnAtmosphere
Atmosphere.Decay = DawnDecay
Atmosphere.Density =
SunFlare.Intensity =
currentState ==
Lighting.FogColor = DawnFog
Lighting.Brightness =
Lighting.ExposureCompensation =
Atmosphere.Color = DawnAtmosphere
Atmosphere.Decay = DawnDecay
Atmosphere.Density =
SunFlare.Intensity =
currentState ==
Lighting.FogColor = DayFog
Lighting.Brightness =
Lighting.ExposureCompensation =
Atmosphere.Color = DayAtmosphere
Atmosphere.Decay = DayDecay
Atmosphere.Density =
SunFlare.Intensity =
currentTime - lastFogUpdate >
lastFogUpdate = currentTime
currentState == currentState == currentState ==
nevoaBase =
horaAtual = t
horaAtual >=
nevoaIntensidade = (horaAtual - ) / * nevoaMaxima
nevoaIntensidade = .(nevoaIntensidade, nevoaMaxima)
horaAtual <
nevoaIntensidade = nevoaMaxima
nevoaIntensidade = nevoaBase
Lighting.FogEnd = + (nevoaIntensidade * )
Lighting.FogStart = + (nevoaIntensidade * )
Lighting.FogColor = NightFog
Lighting.FogEnd =
Lighting.FogStart =
nevoaIntensidade =
currentTime - lastUpdate >
()
lastUpdate = currentTime
objetosEncontrados =
_, child (Lighting:())
child.Name == ATMOSPHERE_NAME child.Name == SUNRAYS_NAME
objetosEncontrados = objetosEncontrados +
objetosEncontrados ==
()
.()
)
Shaders

Universal