Roblox Shaderse Download

Download Shaders Now, it will ask you to download the shader file. Press Yes to continue. This will download the shaders and ask you the effects you want to apply to this game. What I think is strange is that roblox removed the depth buffer just when you play with the multiplayer client. But not in the studio client. May contact them later and ask them because its kinda strange removing it for a sandbox game really. Edit: Nevermind, this has to do with how the programmer of reshade made the it.

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Jan 19th, 2019
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  1. UseRecommendedSettings =true
  2. -- If above is true you wont need to change the settings below.
  3. -- if above is false you will need to change the settings below.
  4. -- Note: I no longer support exploits. If it works for it, good for you but if it dosnt it wont get fixed.
  5. -- If you want to make it exploit compadable, go ahead use the code. Give credit tho.
  6. ,SunRaySettings ={
  7. ,intensity =0
  8. }
  9. enabled =false
  10. ,size =0
  11. }
  12. enabled =false
  13. ,contrast =0
  14. ,tintcolor = Color3.fromRGB(0,0,0)
  15. }
  16. enabled =false
  17. }
  18. Terrain ={
  19. enabled =false
  20. -- (red, green, blue)
  21. ,transparency =0
  22. ,wavespeed =0
  23. WaterCamera ={
  24. camenabled =false
  25. -- (red, green, blue)
  26. ,blurenabled =false
  27. ,sunrayIntensitiy =0
  28. }
  29. }
  30. local ScreenGui = Instance.new('ScreenGui')local Frame = Instance.new('Frame')local TextLabel = Instance.new('TextLabel') ScreenGui.Name ='Display'Frame.Parent = ScreenGui Frame.BackgroundColor3 = Color3.new(1,1,1) Frame.BackgroundTransparency =1 Frame.Position = UDim2.new(1,-100,1,-100) Frame.Size = UDim2.new(0,100,0,100) TextLabel.Parent = Frame TextLabel.BackgroundColor3 = Color3.new(1,1,1) TextLabel.BackgroundTransparency =1 TextLabel.Position = UDim2.new(1.75,-200,1.32000005,-50) TextLabel.Size = UDim2.new(0,125,0,18) TextLabel.Font = Enum.Font.SourceSans TextLabel.Text ='Graphics Mod V1.0.0' TextLabel.TextColor3 = Color3.new(0,0,0) TextLabel.TextSize =14
  31. local val =pcall(function() ScreenGui.Parent = game.CoreGui end)if val falsethen ScreenGui.Parent = game.Players.LocalPlayer.PlayerGui end
  32. local RecommendedSettings ={SunRaySettings ={enabled =true,intensity =0.25,spread =1},BloomSettings ={enabled =true,intensity =0.65,size =24,threshold =0.915},ColorSettings ={enabled =true,brightness =0,contrast =-0.1,saturation =0,tintcolor = Color3.fromRGB(255,253,222)},BlurSettings ={enabled =false,size =0},TerrainSettings ={WaterCamera ={camenabled =true,camcolor = Color3.fromRGB(56,119,255),blurenabled =true,blursize =13,sunrayenabled =true,sunrayIntensitiy =0.634,sunraySpread =1},}}if EffectSettings.UseRecommendedSettings truethen EffectSettings = RecommendedSettings endlocal security = EffectSettings.SecuritySettings local SunRays = Instance.new('SunRaysEffect',game:GetService('Lighting'))local BloomEffect = Instance.new('BloomEffect',game:GetService('Lighting'))local ColorCorrection = Instance.new('ColorCorrectionEffect',game:GetService('Lighting'))local BlurEffect = Instance.new('BlurEffect',game:GetService('Lighting')) SunRays.Enabled = EffectSettings.SunRaySettings.enabled SunRays.Intensity = EffectSettings.SunRaySettings.intensity SunRays.Spread = EffectSettings.SunRaySettings.spread BloomEffect.Enabled = EffectSettings.BloomSettings.enabled BloomEffect.Intensity = EffectSettings.BloomSettings.intensity BloomEffect.Size = EffectSettings.BloomSettings.size BloomEffect.Threshold = EffectSettings.BloomSettings.threshold BlurEffect.Enabled = EffectSettings.BlurSettings.enabled BlurEffect.Size = EffectSettings.BlurSettings.size ColorCorrection.Enabled = EffectSettings.ColorSettings.enabled ColorCorrection.Brightness = EffectSettings.ColorSettings.brightness ColorCorrection.Contrast = EffectSettings.ColorSettings.contrast ColorCorrection.Saturation = EffectSettings.ColorSettings.saturation ColorCorrection.TintColor = EffectSettings.ColorSettings.tintcolor
  33. spawn(function()local cam = workspace.CurrentCamera local terrain = workspace.Terrain local offset =0.01local lighting = game:GetService('Lighting')local bloom = lighting:WaitForChild('Bloom')local ColorCorrection = lighting:WaitForChild('ColorCorrection')local blur = lighting:WaitForChild('Blur')local sunray = lighting:WaitForChild('SunRays')local effects = EffectSettings local IsInWater =falseif effects.TerrainSettings.WaterCamera.camenabled truethenwhile wait()dolocal pos = cam.CFrame.Position localmin= Vector3.new(pos.X + offset,pos.Y + offset, pos.Z + offset)localmax= Vector3.new(pos.X - offset,pos.Y - offset, pos.Z - offset)local region = Region3.new(max,min) region = region:ExpandToGrid(4)if region thenlocal material = game.Workspace.Terrain:ReadVoxels(region,4)if material[1][1][1] Enum.Material.Water thenif IsInWater falsethen IsInWater =trueif effects.TerrainSettings.WaterCamera.blurenabled truethen blur.Enabled = effects.TerrainSettings.WaterCamera.blurenabled blur.Size = effects.TerrainSettings.WaterCamera.blursize endif effects.TerrainSettings.WaterCamera.sunrayenabled truethen sunray.Enabled = effects.TerrainSettings.WaterCamera.sunrayenabled sunray.Intensity = effects.TerrainSettings.WaterCamera.sunrayIntensitiy sunray.Spread = effects.TerrainSettings.WaterCamera.sunraySpread end ColorCorrection.Enabled = effects.TerrainSettings.WaterCamera.camenabled ColorCorrection.TintColor = effects.TerrainSettings.WaterCamera.camcolor endelseif IsInWater truethen IsInWater =false sunray.Enabled = effects.SunRaySettings.enabled sunray.Intensity = effects.SunRaySettings.intensity sunray.Spread = effects.SunRaySettings.spread bloom.Enabled = effects.BloomSettings.enabled bloom.Intensity = effects.BloomSettings.intensity bloom.Size = effects.BloomSettings.size bloom.Threshold = effects.BloomSettings.threshold blur.Enabled = effects.BlurSettings.enabled blur.Size = effects.BlurSettings.size ColorCorrection.Enabled = effects.ColorSettings.enabled ColorCorrection.Brightness = effects.ColorSettings.brightness ColorCorrection.Contrast = effects.ColorSettings.contrast ColorCorrection.Saturation = effects.ColorSettings.saturation ColorCorrection.TintColor = effects.ColorSettings.tintcolor endendendendendend)
  34. -- Edit the top of the script!
  35. -- This script is intended to be used to enhance your gameplay in games with better shaders.
  36. -- Its fully local. You can use it in exploits or a localscript in roblox studio.
  37. -- 1) Paste the script into the lua injector
  38. -- 3) Execute
  39. -- 1) Create a screengui in 'StarterGui'
  40. -- 3) Create a local script in that gui
  41. -- 5) Configure it at the top of the script
  42. -- (C) PoliceFighter761 / https://pastebin.com/u/PoliceFiighter761
  43. -- Note: I no longer support exploits. If it works for it, good for you but if it dosnt it wont get fixed.
  44. -- If you want to make it exploit compadable, go ahead use the code. Give credit tho.