
KeylessUniversal

local Lighting = game:GetService("Lighting")
local RunService = game:GetService("RunService")
local MaterialService = game:GetService("MaterialService")
-- Force the game to stay in daytime
local function forceDaytime()
Lighting.ClockTime = 12 -- Set time to 12:00 PM (midday)
Lighting.GeographicLatitude = 0 -- Adjust for direct sunlight
end
-- Continuously force daytime (to prevent other scripts from changing it)
RunService.Heartbeat:Connect(function()
forceDaytime()
end)
-- Configure global lighting settings
Lighting.GlobalShadows = true -- Enable shadows
Lighting.ShadowSoftness = 0.3 -- Softer shadows for better visibility
Lighting.Brightness = 3 -- Increase overall brightness
Lighting.OutdoorAmbient = Color3.new(0.8, 0.8, 0.8) -- Brighter ambient light
Lighting.Ambient = Color3.new(0.6, 0.6, 0.6) -- Brighter indoor light
-- Enable realistic lighting technology (ShadowMap or Voxel)
Lighting.Technology = Enum.Technology.ShadowMap -- Use ShadowMap for realistic shadows
-- Add SunRays for god rays effect (optional)
local sunRays = Instance.new("SunRaysEffect")
sunRays.Parent = Lighting
sunRays.Intensity = 0.2 -- Subtle sun rays
sunRays.Spread = 0.5
-- Add Bloom for glowing effects (optional)
local bloom = Instance.new("BloomEffect")
bloom.Parent = Lighting
bloom.Intensity = 0.3 -- Reduced bloom intensity
bloom.Size = 10
-- Add Atmosphere for a light fog effect (optional)
local atmosphere = Instance.new("Atmosphere")
atmosphere.Parent = Lighting
atmosphere.Density = 0.1 -- Reduced fog density
atmosphere.Offset = 0.5
atmosphere.Color = Color3.new(0.9, 0.9, 0.9) -- Lighter fog color
atmosphere.Decay = Color3.new(0.9, 0.9, 0.9)
atmosphere.Glare = 0
atmosphere.Haze = 0
-- Add ColorCorrection for a slightly desaturated look (optional)
local colorCorrection = Instance.new("ColorCorrectionEffect")
colorCorrection.Parent = Lighting
colorCorrection.Saturation = -0.1 -- Slight desaturation
colorCorrection.Contrast = 0.1 -- Slight contrast increase
-- Add Blur for a subtle post-processing effect (optional)
local blur = Instance.new("BlurEffect")
blur.Parent = Lighting
blur.Size = 1 -- Slight blur for a soft effect
-- Disable reflections for all parts
local function disableReflections(part)
if part:IsA("BasePart") then
part.Reflectance = 0 -- Disable reflections
end
end
-- Apply to all existing parts
for _, part in ipairs(workspace:GetDescendants()) do
disableReflections(part)
end
-- Listen for new parts being added
workspace.DescendantAdded:Connect(function(part)
disableReflections(part)
end)
-- Make glass materials clear but non-reflective (optional)
local function makeGlassClear(part)
if part:IsA("BasePart") and part.Material == Enum.Material.Glass then
part.Transparency = 1 -- Fully transparent
part.Reflectance = 0 -- No reflections
end
end
-- Apply to all existing glass parts
for _, part in ipairs(workspace:GetDescendants()) do
makeGlassClear(part)
end
-- Listen for new glass parts being added
workspace.DescendantAdded:Connect(function(part)
makeGlassClear(part)
end)
-- Dynamic performance adjustment for low-end devices
local function onDevicePerformance(performance)
if performance == "low" then
bloom.Enabled = false
blur.Enabled = false
sunRays.Enabled = false
Lighting.GlobalShadows = false
else
bloom.Enabled = true
blur.Enabled = true
sunRays.Enabled = true
Lighting.GlobalShadows = true
end
end
-- Simulate device performance check (replace with actual performance detection)
local performanceLevel = "medium" -- Assume medium performance by default
onDevicePerformance(performanceLevel)



this looks just bad all it does is make everything bright