
Lyrae Shaders
ModrinthPhysically-Based Real-Time Path Traced Graphics.
0.1.0a · MC 1.21.11 · Iris
Files
0.1.0a
alphav0.1.0a
1.21.111.21.101.21.91.21.8+8iris2026-01-23 · 33.6K downloads
lyrae-shaders-0.1.0a.zip · 4.4 MB
0.0.4a
alphav0.0.4a
1.21.101.21.91.21.81.21.7+8iris2025-12-05 · 13.4K downloads
lyrae-shaders-v0.0.4a.zip · 4.3 MB
0.0.3a
alphav0.0.3a
1.21.61.21.51.21.41.21.2+3iris2025-11-29 · 665 downloads
lyrae-shaders-v0.0.3a.zip · 2.0 MB
0.0.2a
alphav0.0.2a
1.21.4iris2025-11-24 · 443 downloads
lyrae-shaders-v0.0.2a.zip · 45 KB
0.0.1a
alphav0.0.1a
1.21.4iris2025-11-22 · 101 downloads
lyrae-shaders-v0.0.1a.zip · 44 KB
Files are delivered unmodified from Modrinth's servers and verified against the SHA-512 hash published by the project. The project's license applies to every file; check it before redistributing.
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About
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.





