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Lyrae Shaders

Lyrae Shaders

by lucysir • Downloads: 0 • Followers: 0
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Changelog
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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

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.

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.21.x
Iris
1d ago 1
1.21.x 1.20.x
Iris
1d ago 1
1.21.x 1.20.x
Iris
1d ago 1
1.21.4
Iris
1d ago 1
1.21.4
Iris
1d ago 1
[0.1.0a] v0.1.0a by lucysir on Oct 13, 2026
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# 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](https://github.com/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
[0.0.4a] v0.0.4a by lucysir on Oct 13, 2026
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  • 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
[0.0.3a] v0.0.3a by lucysir on Oct 13, 2026
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  • 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
[0.0.2a] v0.0.2a by lucysir on Oct 13, 2026
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  • Initiated AABB tracing for non-full-voxels.
  • Currently slabs, torches and end rods support it.
  • Colored concrete powder as light sources.
  • Small fixes.
[0.0.1a] v0.0.1a by lucysir on Oct 13, 2026
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Initial very early alpha release.
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