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Mineforgian

Lyrae Shaders

Physically-Based Real-Time Path Traced Graphics.

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23 января 2026 г.
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Project-Lyrae-License

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.
  • 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.

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.

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