Thanks so far. I have a few Questions about that:[list=1][*] Although I have the Shader Toolkit in my Project, but this particular Shader is in its own little Script, so I don't exactly know whether this as "using the shadertoolkit" or not.[*] Where exactly would I insert the suggested Line? In the Shader-Part, or in the LUA-Part? And should it be called once or rather repeatedly?[*] So, in the suggested Line, "ripple1" is the name of the Shader, which in my Case would be "daynight". What exactly would be ".num.frequency"? "num" I have seen defined in the Shader Toolkit, but I have no Idea whether that has anything to do with my Script -- I guess not? And "frequency" I suppose would be a Flat/Int defined somewhere in the Shader Script? (As a Uniform?)[*] And if my Protagonist has the Value "Daylight", I suppose in my Case "Values.value.Int" would be "Values.Daylight.Int"?[/list]For Completion's Sake and to maybe make helping me a little easier, here is my little Script:[code]shader_effects["daynight"] = {shader=basic_fsh..[[float x = iGlobalTime * 0.5;// This should be changed to go along with the Value "Daylight"float pi = 3.1415926535897932384626433832795;float R = (0.75+sin((x-3)*0.5*pi + cos((x-3)*0.5*pi))*0.25);float G = (0.75+0.125+cos(x*0.5*pi)*0.125);float B = (0.75+0.125+cos(x*1.0*pi)*0.125);void main(){vec3 base = texture2D(iChannel0, texcoord.xy).rgb;gl_FragColor = vec4(base.r*R,base.g*G,base.b*B, 1.0);}]]}if getObject("Conditions[DaylightShader]"):getBool(VConditionValue) thenshaderAddEffect("daynight");end[/code]