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Lighting

Show deprecated

Lighting

Show deprecated

The Lighting service controls the environmental lighting in a game. It includes a range of adjustable properties that can be used to change how lighting appears and interacts with other objects.

Developers can change the color and appearance of lighting in their place using properties such as Lighting/Ambient and Lighting/OutdoorAmbient.

In addition to controlling environmental lighting, the Lighting service also configures any fog in the game using the Lighting/FogColor, Lighting/FogStart and Lighting/FogEnd properties.

Lighting, along with Workspace/CurrentCamera, is one of the two places where PostEffects such as the SunRaysEffect and BlurEffect are displayed once parented to.

Notes

  • Lighting only controls environmental lighting and not dynamic light objects such as the PointLight
  • Prior to the introduction of ServerStorage and ReplicatedStorage lighting was used for storage. This behavior is not supported and should not be used in new work

Properties

Color3

Ambient

The lighting hue applied to areas that are occluded from the sky, such as indoor areas.

float

Brightness

The intensity of illumination in the place.

float

ClockTime

[NotReplicated]

A numerical representation (in hours) of the current time of day used by Lighting.

Color3

ColorShift_Bottom

The hue represented in light reflected in the opposite surfaces to those facing the sun or moon.

Color3

ColorShift_Top

The hue represented in light reflected from surfaces facing the sun or moon.

float

ExposureCompensation

The exposure compensation value

Color3

FogColor

A DataType/Color3 value giving the hue of Lighting's fog.

float

FogEnd

The depth from the Workspace/CurrentCamera, in studs, at which fog will be completely opaque.

float

FogStart

The depth from the Workspace/CurrentCamera, in studs, at which fog begins to show.

float

GeographicLatitude

The geographic latitude, in degrees, of the scene, influencing the result of Lightings time on the position of the sun and moon.

bool

GlobalShadows

Toggles voxel-based dynamic lighting for the game

bool

LegacyOutlines

[NotScriptable]
Color3

OutdoorAmbient

The lighting hue applied to outdoor areas.

bool

Outlines

Determines whether outlines are enabled or disabled in a place.

float

ShadowSoftness

Technology

Technology

[NotScriptable]

A (temporary) non-scriptable property used to determine whether the lighting system is legacy or Future-Is-Bright

string

TimeOfDay

A 24 hour string representation of the current time of day used by Lighting.

Functions

double

GetMinutesAfterMidnight ( )

Returns the number of minutes that have passed after midnight for the purposes of lighting.

Vector3

GetMoonDirection ( )

Returns a DataType/Vector3 representing the direction of the moon from the position 0, 0, 0.

float

GetMoonPhase ( )

Returns the moon’s current phase

Vector3

GetSunDirection ( )

Returns a DataType/Vector3 representing the direction of the sun from the position 0, 0, 0.

void

SetMinutesAfterMidnight ( double minutes )

Sets Lighting/TimeOfDay and Lighting/ClockTime to the given number of minutes after midnight

Events

RBXScriptSignal

LightingChanged ( bool skyboxChanged )

This event fires when a Lighting property is changed or a Sky is added or removed from Lighting.