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feather-engine.vercel.app

feather-engine.vercel.app

live Unverified (seed import) Developer Tools 16 tools imperative implementation

Feather Engine

First seen 2026-11-05 · Last seen 2026-11-05 · Source: webmcp.com

Answer 2 · Act 14 · Transact 0 · Score: Not yet scored

Tool inspector

set_scene_environment

act imperative

Set the active scene sky/fog/base lighting. Use this for mood, time of day, sunset/night/daylight, panorama skyboxes, fog, and Unreal-style volumetric fog/light shafts (volumetricFog* fields — atmospheric mist, sun glow, god rays). This is scene-level World Settings, not a Blueprint node.

Input schema

PropertyTypeRequiredDescription
skyMode string no —
backgroundColor string no Flat/fallback background hex color.
skyTopColor string no Procedural sky zenith hex color.
skyHorizonColor string no Procedural horizon hex color.
skyGroundColor string no Procedural lower-sky/ground-tint hex color.
skyTextureAssetId string no Image asset id for an equirectangular panorama, or "" to clear.
environmentMapAssetId string no Image asset id of an equirectangular panorama/HDRI used as the image-based-lighting (IBL) source — real reflections + ambient sampled from it, replacing the studio light rig. Independent of skyMode. "" to clear (back to studio).
skyRotation number no Sky dome yaw in degrees.
environmentIntensity number no Built-in ambient/environment light strength.
sunColor string no Directional sun hex color.
sunIntensity number no Directional sun strength.
sunAzimuth number no Sun compass angle in degrees.
sunElevation number no Sun height in degrees.
fogEnabled boolean no —
fogColor string no —
fogNear number no —
fogFar number no —
atmosphericFog boolean no Sky-sampled atmospheric fog: exponential aerial perspective whose color auto-follows the sky horizon, so distant hills/mountains dissolve into the sky (BOTW/Genshin stylized-outdoors look). Uses fogFar as the range. Best with a procedural sky; ignored when volumetric fog is on.
volumetricFogEnabled boolean no Unreal-style raymarched volumetric fog: height-based mist + sun glow (in-scattering) and god-ray light shafts. Replaces flat linear fog when on. Great for atmospheric/cinematic/foggy/dusty looks.
volumetricFogDensity number no Volumetric fog thickness (≈0.02 thin haze, 0.1+ thick).
volumetricFogColor string no Volumetric mist/scatter tint hex color.
volumetricFogHeight number no World Y where volumetric density starts thinning out.
volumetricFogFalloff number no How fast volumetric fog thins with height (0 = uniform).
volumetricScattering number no Sun scatter anisotropy (−0.95..0.95); higher = stronger forward glow toward the sun.
volumetricSunStrength number no Strength of the volumetric sun glow / light shafts.
volumetricMaxDistance number no Far clamp (world units) for the volumetric raymarch.
wind array no Global wind force vector [x,y,z] (world space). Drives all cloth and pushes dynamic bodies by their windInfluence. [0,0,0] = calm.
windTurbulence number no Global wind gust turbulence 0–1.
gravity array no World gravity acceleration [x,y,z] in units/s². Earth = [0,-9.81,0] (the default), Moon = [0,-1.62,0], space = [0,0,0]. Every dynamic body scales this by its own gravityScale.
toneMapping string no Film tonemapping curve for the whole scene — the biggest single lever on overall look. aces = classic punchy filmic (default); agx = modern, preserves bright highlights instead of blowing them to white (great for neon/sunlit/HDR scenes); neutral = accurate/flat PBR; reinhard/cineon = classic curves; linear/none = no filmic shaping.
toneMappingExposure number no Exposure multiplier before tonemapping. 1 = neutral, >1 brighter, <1 darker.
ambientMode string no Ambient fill model. hemisphere grades sky color above → ground color below (more natural); flat is a constant term (legacy).
contactShadows boolean no Soft grounding shadow blob under objects. On by default; turn off for flying/space/no-floor scenes.
contactShadowY number no World Y the contact-shadow plane sits at — match the ground height. Default 0.
contactShadowScale number no Footprint size of the contact-shadow plane in world units. Default 14; raise for big scenes.
contactShadowOpacity number no Contact shadow darkness 0–1. Default 0.36.
contactShadowBlur number no Contact-shadow softness. Default 2.4; 3–4 gives broad studio-style edges.
contactShadowFar number no Vertical capture distance for contact casters. Default 6 world units.
contactShadowColor string no Contact-shadow tint as a hex color. Near-black scene hues integrate more softly than pure black.
dayCycleEnabled boolean no When on, Play advances time of day and drives sun/sky from a built-in day/night ramp.
dayCycleDuration number no Real seconds for a full day loop while Playing. Default 360 (~6 min).
dayCycleTime number no Normalized time of day 0–1 (0 midnight, 0.25 sunrise, 0.5 noon, 0.75 sunset).
Raw JSON schema
{
  "$schema": "https://json-schema.org/draft/2020-12/schema",
  "type": "object",
  "properties": {
    "skyMode": {
      "type": "string",
      "enum": [
        "color",
        "procedural",
        "image"
      ]
    },
    "backgroundColor": {
      "description": "Flat/fallback background hex color.",
      "type": "string"
    },
    "skyTopColor": {
      "description": "Procedural sky zenith hex color.",
      "type": "string"
    },
    "skyHorizonColor": {
      "description": "Procedural horizon hex color.",
      "type": "string"
    },
    "skyGroundColor": {
      "description": "Procedural lower-sky/ground-tint hex color.",
      "type": "string"
    },
    "skyTextureAssetId": {
      "description": "Image asset id for an equirectangular panorama, or \"\" to clear.",
      "type": "string"
    },
    "environmentMapAssetId": {
      "description": "Image asset id of an equirectangular panorama/HDRI used as the image-based-lighting (IBL) source — real reflections + ambient sampled from it, replacing the studio light rig. Independent of skyMode. \"\" to clear (back to studio).",
      "type": "string"
    },
    "skyRotation": {
      "description": "Sky dome yaw in degrees.",
      "type": "number"
    },
    "environmentIntensity": {
      "description": "Built-in ambient/environment light strength.",
      "type": "number",
      "minimum": 0
    },
    "sunColor": {
      "description": "Directional sun hex color.",
      "type": "string"
    },
    "sunIntensity": {
      "description": "Directional sun strength.",
      "type": "number",
      "minimum": 0
    },
    "sunAzimuth": {
      "description": "Sun compass angle in degrees.",
      "type": "number"
    },
    "sunElevation": {
      "description": "Sun height in degrees.",
      "type": "number"
    },
    "fogEnabled": {
      "type": "boolean"
    },
    "fogColor": {
      "type": "string"
    },
    "fogNear": {
      "type": "number",
      "minimum": 0
    },
    "fogFar": {
      "type": "number",
      "minimum": 1
    },
    "atmosphericFog": {
      "description": "Sky-sampled atmospheric fog: exponential aerial perspective whose color auto-follows the sky horizon, so distant hills/mountains dissolve into the sky (BOTW/Genshin stylized-outdoors look). Uses fogFar as the range. Best with a procedural sky; ignored when volumetric fog is on.",
      "type": "boolean"
    },
    "volumetricFogEnabled": {
      "description": "Unreal-style raymarched volumetric fog: height-based mist + sun glow (in-scattering) and god-ray light shafts. Replaces flat linear fog when on. Great for atmospheric/cinematic/foggy/dusty looks.",
      "type": "boolean"
    },
    "volumetricFogDensity": {
      "description": "Volumetric fog thickness (≈0.02 thin haze, 0.1+ thick).",
      "type": "number",
      "minimum": 0
    },
    "volumetricFogColor": {
      "description": "Volumetric mist/scatter tint hex color.",
      "type": "string"
    },
    "volumetricFogHeight": {
      "description": "World Y where volumetric density starts thinning out.",
      "type": "number"
    },
    "volumetricFogFalloff": {
      "description": "How fast volumetric fog thins with height (0 = uniform).",
      "type": "number",
      "minimum": 0
    },
    "volumetricScattering": {
      "description": "Sun scatter anisotropy (−0.95..0.95); higher = stronger forward glow toward the sun.",
      "type": "number",
      "minimum": -0.95,
      "maximum": 0.95
    },
    "volumetricSunStrength": {
      "description": "Strength of the volumetric sun glow / light shafts.",
      "type": "number",
      "minimum": 0
    },
    "volumetricMaxDistance": {
      "description": "Far clamp (world units) for the volumetric raymarch.",
      "type": "number",
      "minimum": 1
    },
    "wind": {
      "description": "Global wind force vector [x,y,z] (world space). Drives all cloth and pushes dynamic bodies by their windInfluence. [0,0,0] = calm.",
      "minItems": 3,
      "maxItems": 3,
      "type": "array",
      "items": {
        "type": "number"
      }
    },
    "windTurbulence": {
      "description": "Global wind gust turbulence 0–1.",
      "type": "number",
      "minimum": 0,
      "maximum": 1
    },
    "gravity": {
      "description": "World gravity acceleration [x,y,z] in units/s². Earth = [0,-9.81,0] (the default), Moon = [0,-1.62,0], space = [0,0,0]. Every dynamic body scales this by its own gravityScale.",
      "minItems": 3,
      "maxItems": 3,
      "type": "array",
      "items": {
        "type": "number"
      }
    },
    "toneMapping": {
      "description": "Film tonemapping curve for the whole scene — the biggest single lever on overall look. aces = classic punchy filmic (default); agx = modern, preserves bright highlights instead of blowing them to white (great for neon/sunlit/HDR scenes); neutral = accurate/flat PBR; reinhard/cineon = classic curves; linear/none = no filmic shaping.",
      "type": "string",
      "enum": [
        "aces",
        "agx",
        "neutral",
        "reinhard",
        "cineon",
        "linear",
        "none"
      ]
    },
    "toneMappingExposure": {
      "description": "Exposure multiplier before tonemapping. 1 = neutral, >1 brighter, <1 darker.",
      "type": "number",
      "minimum": 0
    },
    "ambientMode": {
      "description": "Ambient fill model. hemisphere grades sky color above → ground color below (more natural); flat is a constant term (legacy).",
      "type": "string",
      "enum": [
        "flat",
        "hemisphere"
      ]
    },
    "contactShadows": {
      "description": "Soft grounding shadow blob under objects. On by default; turn off for flying/space/no-floor scenes.",
      "type": "boolean"
    },
    "contactShadowY": {
      "description": "World Y the contact-shadow plane sits at — match the ground height. Default 0.",
      "type": "number"
    },
    "contactShadowScale": {
      "description": "Footprint size of the contact-shadow plane in world units. Default 14; raise for big scenes.",
      "type": "number",
      "minimum": 1
    },
    "contactShadowOpacity": {
      "description": "Contact shadow darkness 0–1. Default 0.36.",
      "type": "number",
      "minimum": 0,
      "maximum": 1
    },
    "contactShadowBlur": {
      "description": "Contact-shadow softness. Default 2.4; 3–4 gives broad studio-style edges.",
      "type": "number",
      "minimum": 0
    },
    "contactShadowFar": {
      "description": "Vertical capture distance for contact casters. Default 6 world units.",
      "type": "number",
      "minimum": 0.1
    },
    "contactShadowColor": {
      "description": "Contact-shadow tint as a hex color. Near-black scene hues integrate more softly than pure black.",
      "type": "string"
    },
    "dayCycleEnabled": {
      "description": "When on, Play advances time of day and drives sun/sky from a built-in day/night ramp.",
      "type": "boolean"
    },
    "dayCycleDuration": {
      "description": "Real seconds for a full day loop while Playing. Default 360 (~6 min).",
      "type": "number",
      "minimum": 30
    },
    "dayCycleTime": {
      "description": "Normalized time of day 0–1 (0 midnight, 0.25 sunrise, 0.5 noon, 0.75 sunset).",
      "type": "number",
      "minimum": 0,
      "maximum": 1
    }
  }
}

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