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Mineforgian

Lyrae Shaders

Physically-Based Real-Time Path Traced Graphics.

35K загрузок88 подписчиковLicenseRef-Project-Lyrae-Licenseiris

Обновлён 23 января 2026 г. · опубликован 22 ноября 2025 г.

  • Window Lit Room
  • Normal Mapping
  • Colored Light Sources
  • More GI
  • Global Illumination
  • Rim Lighting

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.
  • Samples is 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 Scale setting, 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

ВерсияКаналИграЗагрузчикиДатаСкачать
0.1.0aАльфа1.21.8, 1.21.9, 1.21.10, 1.21.11iris23 января 2026 г..jar (4.4 МБ)
0.0.4aАльфа1.21.7, 1.21.8, 1.21.9, 1.21.10iris5 декабря 2025 г..jar (4.3 МБ)
0.0.3aАльфа1.21.2, 1.21.4, 1.21.5, 1.21.6iris29 ноября 2025 г..jar (2.0 МБ)
0.0.2aАльфа1.21.4iris24 ноября 2025 г..jar (45 КБ)
0.0.1aАльфа1.21.4iris22 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, ...)
  • 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
    • Materials section 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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