
Lyrae Shaders
Physically-Based Real-Time Path Traced Graphics.
Обновлён 23 января 2026 г. · опубликован 22 ноября 2025 г.
Lyrae • Physically-Based Real-Time Path Traced Shaderpack
📌 NOTICE: This project is currently in very early alpha stages. Expect issues, visual artifacts and varying performance. I have a huge roadmap. I'd appreciate any kind of feedback and your support!
Features
- Real-Time Voxel Path Tracing
- Monte Carlo global illumination with multiple light bounces
- Fast voxel traversal via DDA algorithm
- AABB tracing for detailed sub-voxels
- Sampling & Image Stability
- Low-discrepancy blue noise sampling
- Flexible SVGF denoiser pipeline
- Next Event Estimation (NEE) for explicit sun sampling
- Physically-Based Materials
- Unified physically-based shading pipeline
- Support for LabPBR resource packs
- Post-Processing
- Filmic tonemapping
- Color grading
- Auto exposure adjustment
- Chromatic aberration
Community
If you enjoy my shaderpack, you can support me & my studies here: Buy Me a Coffee ❤️
You can join the discord server here, share screenshots or provide feedback and report issues.
Attributions
- Kirilpro6284: 0th ray optimization to start in fragment position.
PBR Support
Lyrae supports LabPBR 1.3 standard. So make sure to use a resourcepack with LabPBR material support, here's a list of resourcepacks on shaderlabs site.
Performance Tips
- I tried to write detailed descriptions for all settings, so you can hover over them in-game for more detailed performance tips.
Samplesis one setting with the most impact on the performance, because it increases the path complexity exponentially. Try to keep this at 1 if you want to enjoy real-time.- You can try changing the
Resolution Scalesetting, lowering this from 100% will make the lighting quality lower. - For most scenarios 3 bounces is enough. 2 bounces will not have indirect lighting, so GI will look less accurate.
- If you are in a completely isolated room where no sunlight is visible, you can try disabling NEE. Note that disabling NEE will break sun light.
- You generally shouldn't mess with SVGF settings unless you know what you're doing. If you are okay with noisy image you can disable spatial filtering.
Версии
| Версия | Канал | Игра | Загрузчики | Дата | Скачать |
|---|---|---|---|---|---|
| 0.1.0a | Альфа | 1.21.8, 1.21.9, 1.21.10, 1.21.11 | iris | 23 января 2026 г. | .jar (4.4 МБ) |
| 0.0.4a | Альфа | 1.21.7, 1.21.8, 1.21.9, 1.21.10 | iris | 5 декабря 2025 г. | .jar (4.3 МБ) |
| 0.0.3a | Альфа | 1.21.2, 1.21.4, 1.21.5, 1.21.6 | iris | 29 ноября 2025 г. | .jar (2.0 МБ) |
| 0.0.2a | Альфа | 1.21.4 | iris | 24 ноября 2025 г. | .jar (45 КБ) |
| 0.0.1a | Альфа | 1.21.4 | iris | 22 ноября 2025 г. | .jar (44 КБ) |
Ченджлог
0.1.0aАльфа1.21.9, 1.21.10, 1.21.11 · 23 января 2026 г.
Full Changelog
- New:
- New SVGF denoiser
- Lots of new flexible filtering settings
- Much better spatial denoising than
0.0.4a - Treat diffuse and specular radiance differently
- 0th ray optimization thanks to Kirilpro6284
- No more weird transparent or xray blocks
- Auto exposure adjustment
- Toggle setting for post color grading
- More sub-voxel AABBs:
- Stair blocks (all variations)
- Fence block variations
- Snow layers
- And more...
- Better and more navigable settings menu with detailed descriptions
- White balance settings for post processing
- New options for PT (AABB tracing, AO baking, ...)
- New SVGF denoiser
- Improvements:
- Better temporal seed correlation (no ugly smearing)
- Specular reflection improvements:
- Separated diffuse and specular radiance
- Alignment rejection for specular
- More rebust reprojection using Iris matrices
- Optimized GI falloff area calculation around edges
- Raster and Path Traced area now look more similar
- Darker night time
- Optimized AABB tracing with SSBO lookup table
- More normal mapping settings
- Removed refractive caustics temporarily, glass behavior is currently better
- Fixes:
- Removed post-processing for debug buffers
- Separate hanging states for lanterns
- Bright edges around blocks at night
- Missing block IDs (such as colored glass)
- Normal maps now use proper geometry TBN
- Accurate DDA step calculation (no weird cutouts at voxelization edges)
- Voxelization setting shows accurate chunk amount now
0.0.4aАльфа1.21.8, 1.21.9, 1.21.10 · 5 декабря 2025 г.
- New:
- Low-discrepancy bluenoise sampling
- Post anti-aliasing (FXAA)
- LabPBR normal mapping
- Transparency fog that works with custom sky models
Materialssection in the settings menu- Custom emission strength
- Support for double & top slabs
- Partial support for walls and fences (non-connected)
- Improvements:
- Sun disk now has smooth falloff
- Better rasterized soft shadows with 2D bluenoise
- Movement-based specular TAA rejection
- Translucent water surface (still no fancy water sorry)
- Fixes:
- Reprojection issue at perfect pitch (looking up or down)
- Sky and world blending
- CA post-process setting not visible on menu
0.0.3aАльфа1.21.4, 1.21.5, 1.21.6 · 29 ноября 2025 г.
- New:
- Post-processing menu
- Naive firefly supressor
- Non-pathtraced soft shadows
- (This is for outside the pathtraced area, not the highest quality.)
- Minimal support for redstone wires
- Extended labPBR support
- Lanterns
- Fixes:
- Decoupled GI resolution from screen resolution.
- Black albedo clamping issue
- Extend AABB categories and blocks
- Night time & better lighting for non-pathtraced world
- Weird lod issue for secondary bounces
- Wrong perceptual roughness
0.0.2aАльфа1.21.4 · 24 ноября 2025 г.
- Initiated AABB tracing for non-full-voxels.
- Currently slabs, torches and end rods support it.
- Colored concrete powder as light sources.
- Small fixes.
0.0.1aАльфа1.21.4 · 22 ноября 2025 г.
Initial very early alpha release.
Полная история изменений — на Modrinth.
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