Run it
Copy the script and paste it into your executor.
Lighting = :()
Workspace = :()
Terrain = Workspace:()
_, obj (Lighting:())
obj:()
obj:()
Lighting.Technology = .Technology.Future
Lighting.GlobalShadows =
Lighting.ShadowSoftness =
Lighting.ExposureCompensation =
Lighting.EnvironmentDiffuseScale =
Lighting.EnvironmentSpecularScale =
Lighting.GeographicLatitude =
Lighting.Ambient = .(, , )
Lighting.OutdoorAmbient = .(, , )
Atmosphere = .()
Atmosphere:(, )
Atmosphere.Offset =
Atmosphere.Color = .(, , )
Atmosphere.Decay = .(, , )
Atmosphere.Parent = Lighting
ColorCorrection = .()
ColorCorrection:(, )
ColorCorrection.Parent = Lighting
Bloom = .()
Bloom:(, )
Bloom.Size =
Bloom.Threshold =
Bloom.Parent = Lighting
SunRays = .()
SunRays:(, )
SunRays.Spread =
SunRays.Parent = Lighting
DOF = .()
DOF:(, )
DOF.FarIntensity =
DOF.NearIntensity =
DOF.FocusDistance =
DOF.InFocusRadius =
DOF.Parent = Lighting
Terrain
Terrain.WaterTransparency =
Terrain.WaterReflectance =
Terrain.WaterWaveSize =
Terrain.WaterWaveSpeed =
Terrain.Decoration =
_, obj (Workspace:())
obj:()
obj.CastShadow =
obj.Reflectance = .(obj.Reflectance, , )
Workspace.DescendantAdded:((obj)
obj:()
obj.CastShadow =
)
keyframes = {
{ hour = , density = , haze = , glare = , brightness = , contrast = , saturation = -, tint = .(, , ), bloom = , sunray = },
{ hour = , density = , haze = , glare = , brightness = , contrast = , saturation = , tint = .(, , ), bloom = , sunray = },
{ hour = , density = , haze = , glare = , brightness = , contrast = , saturation = -, tint = .(, , ), bloom = , sunray = },
{ hour = , density = , haze = , glare = , brightness = , contrast = , saturation = -, tint = .(, , ), bloom = , sunray = },
{ hour = , density = , haze = , glare = , brightness = , contrast = , saturation = , tint = .(, , ), bloom = , sunray = },
{ hour = , density = , haze = , glare = , brightness = , contrast = , saturation = -, tint = .(, , ), bloom = , sunray = },
{ hour = , density = , haze = , glare = , brightness = , contrast = , saturation = -, tint = .(, , ), bloom = , sunray = },
}
()
clock = Lighting.ClockTime
a, b = keyframes[], keyframes[#keyframes]
i = , #keyframes -
clock >= keyframes[i].hour clock <= keyframes[i + ].hour
a, b = keyframes[i], keyframes[i + ]
t = .((clock - a.hour) / (b.hour - a.hour), , )
Atmosphere.Density = a.density + (b.density - a.density) * t
Atmosphere.Haze = a.haze + (b.haze - a.haze) * t
Atmosphere.Glare = a.glare + (b.glare - a.glare) * t
Lighting.Brightness = a.brightness + (b.brightness - a.brightness) * t
ColorCorrection.Contrast = a.contrast + (b.contrast - a.contrast) * t
ColorCorrection.Saturation = a.saturation + (b.saturation - a.saturation) * t
ColorCorrection.TintColor = a.tint:(b.tint, t)
Bloom.Intensity = a.bloom + (b.bloom - a.bloom) * t
SunRays.Intensity = a.sunray + (b.sunray - a.sunray) * t
()
Lighting:():(updateLighting)
Camera = Workspace.CurrentCamera
Camera
Camera.FieldOfView =
Camera.FieldOfViewMode = .FieldOfViewMode.Vertical
this isn't the first version i made but it's better and the first version is unreleased anyways

Universal