Lesson 01 of 05
The Lighting Stack
Technology: Future. Everything else is legacy.
In Lighting properties: Technology → Future. This enables real-time shadows, volumetric fog, and PBR surface rendering. Never ship a game on Shadow Map or Compatibility — they look dated.
The lighting stack from bottom to top:
- 1.Lighting service — global sun direction, ambient, fog
- 2.Atmosphere — world-scale haze, glare, scatter
- 3.Post-processing effects — Bloom, ColorCorrection, DepthOfField, SunRaysEffect
- 4.Light instances — PointLight, SpotLight, SurfaceLight on parts
Always set all four layers. Skipping any one makes the scene feel incomplete.
luau
1local Lighting = game:GetService('Lighting')
2Lighting.Technology = Enum.Technology.Future
3Lighting.GlobalShadows = true
4Lighting.Brightness = 2
5Lighting.ClockTime = 14 -- 2 PM
6Lighting.Ambient = Color3.fromRGB(30, 32, 40)
7Lighting.OutdoorAmbient = Color3.fromRGB(120, 130, 140)
8
9-- Atmosphere
10local atmos = Instance.new('Atmosphere', Lighting)
11atmos.Density = 0.35
12atmos.Color = Color3.fromRGB(200, 210, 220)
13atmos.Haze = 2
14atmos.Glare = 0.1
15atmos.Decay = Color3.fromRGB(90, 100, 110)
16
17-- Sun rays
18local sunRays = Instance.new('SunRaysEffect', Lighting)
19sunRays.Intensity = 0.2
20sunRays.Spread = 0.5
READY · 20 lines
