
Universal Script – Sigma shaders
-- ================================================================
-- SIGMA SHADERS
-- ================================================================
local Players = game:GetService("Players")
local Lighting = game:GetService("Lighting")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local Workspace = game:GetService("Workspace")
local player = Players.LocalPlayer
local playerGui = player:WaitForChild("PlayerGui")
-- Safely remove any old versions of the GUI
if playerGui:FindFirstChild("SigmaShadersGui") then
playerGui.SigmaShadersGui:Destroy()
end
-- Global RGB Color Cycle for UI accents
local currentRGB = Color3.fromRGB(0, 170, 255)
RunService.RenderStepped:Connect(function()
local hue = (tick() * 0.15) % 1
currentRGB = Color3.fromHSV(hue, 0.85, 1)
end)
-- Shader Toggles State Table (All Shaders Available to Combine)
local shaderStates = {
Bloom = false,
ColorGrade = false,
DepthField = false,
SunRays = false,
UltraShine = false
}
-- Effect Object Holders
local activeEffects = {
Bloom = nil,
ColorGrade = nil,
DepthField = nil,
SunRays = nil
}
-- Shader Engine Manager (Allows stacking multiple shaders together)
local function refreshShaderEngine()
-- 1. Cinematic Bloom Effect
if shaderStates.Bloom then
if not activeEffects.Bloom then
local b = Instance.new("BloomEffect", Lighting)
b.Intensity = 0.85
b.Size = 35
b.Threshold = 0.45
activeEffects.Bloom = b
end
else
if activeEffects.Bloom then activeEffects.Bloom:Destroy(); activeEffects.Bloom = nil end
end
-- 2. Vibrant Color Grade Effect
if shaderStates.ColorGrade then
if not activeEffects.ColorGrade then
local cc = Instance.new("ColorCorrectionEffect", Lighting)
cc.Brightness = 0.04
cc.Contrast = 0.4
cc.Saturation = 0.35
cc.TintColor = Color3.fromRGB(245, 238, 255)
activeEffects.ColorGrade = cc
end
else
if activeEffects.ColorGrade then activeEffects.ColorGrade:Destroy(); activeEffects.ColorGrade = nil end
end
-- 3. Focal Depth Blur Effect
if shaderStates.DepthField then
if not activeEffects.DepthField then
local dof = Instance.new("DepthOfFieldEffect", Lighting)
dof.FarIntensity = 0.4
dof.FocusDistance = 20
dof.InFocusRadius = 22
activeEffects.DepthField = dof
end
else
if activeEffects.DepthField then activeEffects.DepthField:Destroy(); activeEffects.DepthField = nil end
end
-- 4. Atmospheric Sun Rays Effect
if shaderStates.SunRays then
if not activeEffects.SunRays then
local sr = Instance.new("SunRaysEffect", Lighting)
sr.Intensity = 0.5
sr.Spread = 1
activeEffects.SunRays = sr
end
else
if activeEffects.SunRays then activeEffects.SunRays:Destroy(); activeEffects.SunRays = nil end
end
-- 5. 10x Ultra Shine (Mirror World)
if shaderStates.UltraShine then
Lighting.Technology = Enum.Technology.Future
Lighting.EnvironmentSpecularScale = 10
Lighting.EnvironmentDiffuseScale = 2
Lighting.ShadowSoftness = 0.1
pcall(function()
for _, obj in ipairs(Workspace:GetDescendants()) do
if obj:IsA("BasePart") and not obj.Anchored and obj.Name ~= "HumanoidRootPart" then
-- Skip dynamic/character parts safely
elseif obj:IsA("BasePart") then
if obj.Material == Enum.Material.SmoothPlastic or obj.Material == Enum.Material.Plastic or obj.Material == Enum.Material.Wood then
obj.Material = Enum.Material.Glass
obj.Reflectance = 1.0
end
end
end
end)
else
Lighting.EnvironmentSpecularScale = 0.5
Lighting.EnvironmentDiffuseScale = 0.5
end
end
-- ==========================================
-- BUILD USER INTERFACE
-- ==========================================
local screenGui = Instance.new("ScreenGui")
screenGui.Name = "SigmaShadersGui"
screenGui.ResetOnSpawn = false
screenGui.DisplayOrder = 9999
screenGui.Parent = playerGui
local mainFrame = Instance.new("Frame")
mainFrame.Name = "MainFrame"
mainFrame.Size = UDim2.new(0, 360, 0, 390)
mainFrame.Position = UDim2.new(0.5, -180, 0.5, -195)
mainFrame.BackgroundColor3 = Color3.fromRGB(8, 8, 12)
mainFrame.BorderSizePixel = 0
mainFrame.Parent = screenGui
local frameCorner = Instance.new("UICorner")
frameCorner.CornerRadius = UDim.new(0, 20)
frameCorner.Parent = mainFrame
local frameStroke = Instance.new("UIStroke")
frameStroke.Thickness = 2.5
frameStroke.Parent = mainFrame
RunService.RenderStepped:Connect(function()
if frameStroke and frameStroke.Parent then
frameStroke.Color = currentRGB
end
end)
-- Title Bar (Drag Handle)
local titleBar = Instance.new("TextButton")
titleBar.Name = "TitleBar"
titleBar.Size = UDim2.new(1, 0, 0, 50)
titleBar.BackgroundColor3 = Color3.fromRGB(14, 14, 20)
titleBar.AutoButtonColor = false
titleBar.Text = " ⚡ SIGMA SHADERS HUB"
titleBar.TextColor3 = Color3.fromRGB(255, 255, 255)
titleBar.TextSize = 16
titleBar.Font = Enum.Font.GothamBold
titleBar.TextXAlignment = Enum.TextXAlignment.Left
titleBar.Parent = mainFrame
local titleCorner = Instance.new("UICorner")
titleCorner.CornerRadius = UDim.new(0, 20)
titleCorner.Parent = titleBar
-- Minimize Button (-)
local minButton = Instance.new("TextButton")
minButton.Size = UDim2.new(0, 36, 0, 36)
minButton.Position = UDim2.new(1, -44, 0, 7)
minButton.BackgroundColor3 = Color3.fromRGB(24, 24, 34)
minButton.TextColor3 = Color3.fromRGB(255, 255, 255)
minButton.TextSize = 18
minButton.Font = Enum.Font.GothamBold
minButton.Text = "-"
minButton.Parent = titleBar
local minCorner = Instance.new("UICorner")
minCorner.CornerRadius = UDim.new(0, 10)
minCorner.Parent = minButton
-- Content Container
local container = Instance.new("Frame")
container.Size = UDim2.new(1, 0, 1, -50)
container.Position = UDim2.new(0, 0, 0, 50)
container.BackgroundTransparency = 1
container.Parent = mainFrame
-- Shader Buttons Configuration (All 5 Combined)
local shaderButtons = {
{Key = "Bloom", Label = "✨ Cinematic Bloom"},
{Key = "ColorGrade", Label = "🎨 Vibrant Color Grade"},
{Key = "DepthField", Label = "📷 Focal Depth Blur"},
{Key = "SunRays", Label = "☀️ Atmospheric Sun Rays"},
{Key = "UltraShine", Label = "💎 10x Ultra Shine (Mirror World)"}
}
for i, shader in ipairs(shaderButtons) do
local btn = Instance.new("TextButton")
btn.Size = UDim2.new(0, 328, 0, 46)
btn.Position = UDim2.new(0, 16, 0, 12 + (i - 1) * 54)
btn.BackgroundColor3 = Color3.fromRGB(18, 18, 26)
btn.TextColor3 = Color3.fromRGB(220, 220, 240)
btn.TextSize = 14
btn.Font = Enum.Font.GothamBold
btn.Text = shader.Label .. " [ OFF ]"
btn.Parent = container
local btnCorner = Instance.new("UICorner")
btnCorner.CornerRadius = UDim.new(0, 12)
btnCorner.Parent = btn
btn.MouseButton1Click:Connect(function()
shaderStates[shader.Key] = not shaderStates[shader.Key]
refreshShaderEngine()
if shaderStates[shader.Key] then
btn.BackgroundColor3 = Color3.fromRGB(0, 185, 90)
btn.Text = shader.Label .. " [ ACTIVE ]"
else
btn.BackgroundColor3 = Color3.fromRGB(18, 18, 26)
btn.Text = shader.Label .. " [ OFF ]"
end
end)
end
-- Minimize / Maximize Toggle Logic
local minimized = false
minButton.MouseButton1Click:Connect(function()
minimized = not minimized
if minimized then
minButton.Text = "+"
mainFrame:TweenSize(UDim2.new(0, 360, 0, 50), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.2, true)
container.Visible = false
else
minButton.Text = "-"
mainFrame:TweenSize(UDim2.new(0, 360, 0, 390), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.2, true)
task.wait(0.1)
container.Visible = true
end
end)
-- Smooth Mobile & PC Window Dragging Logic
local draggingWindow = false
local dragStart, startPos
titleBar.InputBegan:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then
draggingWindow = true
dragStart = input.Position
startPos = mainFrame.Position
input.Changed:Connect(function()
if input.UserInputState == Enum.UserInputState.End then
draggingWindow = false
end
end)
end
end)
UserInputService.InputChanged:Connect(function(input)
if draggingWindow and (input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch) then
local delta = input.Position - dragStart
mainFrame.Position = UDim2.new(startPos.X.Scale, startPos.X.Offset + delta.X, startPos.Y.Scale, startPos.Y.Offset + delta.Y)
end
end)
UserInputService.InputEnded:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then
draggingWindow = false
end
end)
print("--- [SigmaShaders] Full Combined Edition Loaded ---")How to Execute Universal Script – Sigma shaders
Step 1: Copy Code: Click the Copy Code button in the viewer above to grab the clean Lua loadstring.
Step 2: Launch Executor: Open a compatible, unpatched executor. If you need one, check our Roblox Executors Directory.
Step 3: Join Experience: Launch Roblox and join Universal Script.
Step 4: Attach & Run: Attach/inject your executor into the Roblox process, paste the code into the script tab, and press Execute.
Created By
View Author ProfileFeatures & Information
Script Changelog (1)
Community Comments (0)
No comments yet for this script.
Frequently Asked Questions
How do I execute Universal Script – Sigma shaders in Roblox?
To run Universal Script – Sigma shaders, copy the Lua loadstring from the code viewer above, launch Roblox and join Universal Script, attach a working executor (such as Potassium, Solara, or Delta from our Executors directory), paste the code into your executor console, and click Execute.
Is Universal Script – Sigma shaders keyless or does it require an access key?
Universal Script – Sigma shaders requires an access key. You can retrieve the official key directly using the Get Script Key link provided above.
Is Universal Script – Sigma shaders currently safe and working?
This script is active and operational. Always test scripts using a secondary (alt) Roblox account to safeguard your main profile against anti-cheat bans.


![Ez Hub [Open Source] [150+ games] - Verified script for Universal Script](https://media.kocakz.me/b74a9ac15370ba766b2fa9531f17c9dad2c0befb2b951693ae723e4c7d2c3fb6.webp)

![[KEYLESS] Moondiety Script | 20+ supported Games - Verified script for Universal Script](https://media.kocakz.me/6834c33a36c9fbe66afae4c6754c2b80386ce636b2f972464a95866f4b6a42eb.webp)

