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Lyrae Shaders

Modrinth

Physically-Based Real-Time Path Traced Graphics.

48.2K downloads97 followersUpdated 9mo ago

0.1.0a · MC 1.21.11 · Iris

View on Modrinth

Files

  • 0.1.0a

    alpha

    v0.1.0a

    1.21.111.21.101.21.91.21.8+8iris

    2026-01-23 · 33.6K downloads

    lyrae-shaders-0.1.0a.zip · 4.4 MB

  • 0.0.4a

    alpha

    v0.0.4a

    1.21.101.21.91.21.81.21.7+8iris

    2025-12-05 · 13.4K downloads

    lyrae-shaders-v0.0.4a.zip · 4.3 MB

  • 0.0.3a

    alpha

    v0.0.3a

    1.21.61.21.51.21.41.21.2+3iris

    2025-11-29 · 665 downloads

    lyrae-shaders-v0.0.3a.zip · 2.0 MB

  • 0.0.2a

    alpha

    v0.0.2a

    1.21.4iris

    2025-11-24 · 443 downloads

    lyrae-shaders-v0.0.2a.zip · 45 KB

  • 0.0.1a

    alpha

    v0.0.1a

    1.21.4iris

    2025-11-22 · 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.

Gallery

Window Lit RoomMore GINormal MappingColored Light SourcesColored Light RoomGlobal Illumination

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.
  • 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.