Atmosphere Effects
Atmosphere Effects

The Atmosphere object pushes Roblox closer toward realistic environments where sunlight scatters in different ways depending on density and other air particle properties. It simulates real-world “aerial perspective” and lets you control light transmission from the background sky through distant objects. Furthermore, it controls haze and glare conditions, letting you tune a perfect sunset, foggy afternoon, and more.


Atmospheric settings rely on both a Sky and Atmosphere object located in the Lighting service. If these objects do not exist, insert them.

Atmosphere Properties

For each example, toggle between the tabs to compare the effect.


Atmosphere/Density|Density defines the amount of particles in the air. The higher the density, the more particles and the more in-game objects/terrain will be obscured by them. Note that density does not directly affect the articles/Custom Skyboxes|skybox it merely affects in-game objects/terrain and visibility of the skybox through them.


Atmosphere/Offset|Offset controls how light transmits between the camera and the sky background. Increase this value to create a horizon silhouette against the sky or reduce it to blend distant objects into the sky for an endless and seamless open world.


Atmosphere/Haze|Haze defines the haziness of the atmosphere with a visible effect both above the horizon and into the distance. This can be combined with Atmosphere/Color|Color to create environmental moods, like a smoky tint for a polluted alien planet.


Atmosphere/Color|Color changes the atmosphere hue for subtle environmental moods. This is best combined with increased Atmosphere/Haze|Haze to expand the visible effect.


Atmosphere/Glare|Glare specifies the atmospheric glow/glare around the sun. More glare results in an increased effect of sunlight cast onto the sky and world.


Atmosphere/Decay|Decay defines the hue of the atmosphere away from the sun which moves across the sky based on Lighting/ClockTime|ClockTime or Lighting/TimeOfDay|TimeOfDay, gradually falling off from Atmosphere/Color|Color towards this value.

Example Atmospheres

The following combinations of Lighting, Sky, Atmosphere, and other properties/objects may be useful in creating a base setting for your game.

For each example, click on an object, such as Color Correction, to see property values that will achieve that specific effect. All property values which are not listed should be kept at their default values.

Sahara Sunset

[100, 70, 70]
ClockTime 17.7
Atmosphere (child of Lighting)
Density 0.35
[250, 180, 120]
[255, 0, 200]
Glare 1
Haze 2.1
Sky (child of Lighting)
SunAngluarSize 16
ColorCorrection (child of Lighting)
Contrast 2
Saturation 0.2
[200, 150, 220]
SunRays (child of Lighting)
Intensity 0.08
Spread 0.75

Night Cove

[0, 160, 250]
ClockTime 20
Atmosphere (child of Lighting)
Density 0.4
[0, 140, 200]
Haze 2
Sky (child of Lighting)
ColorCorrection (child of Lighting)
Contrast 0.1
Saturation 0.15
Terrain (child of Workspace)
[0, 140, 150]
WaterTransparency 0.75

Tranquil Forest

[120, 125, 100]
Brightness 3
EnvironmentDiffuseScale 1
EnvironmentSpecularScale 1
[0, 0, 0]
ShadowSoftness 0.15
Technology ShadowMap
ClockTime 16.6
Atmosphere (child of Lighting)
Density 0.225
Offset 1
[40, 190, 200]
[50, 40, 145]
Glare 0.55
Haze 1
Bloom (child of Lighting)
Intensity 0.65
Size 8
Threshold 0.9
ColorCorrection (child of Lighting)
Contrast 0.05
Saturation 0.2
DepthOfField (child of Lighting)
FarIntensity 0.25
FocusDistance 250
InFocusRadius 50
NearIntensity 0.5
SunRays (child of Lighting)
Intensity 0.025
Spread 0.25