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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
- Sampling & Image Stability
- Low-discrepancy blue noise sampling
- Temporal accumulation with reprojection for noise reduction
- Next Event Estimation (NEE) for explicit sun sampling
- Edge avoiding À-Trous denoiser
- Physically-Based Materials
- Unified physically-based shading pipeline
- Designed for real-time & artistic efficiency
- Support for LabPBR resource packs
- Post-Processing
- Filmic tonemapping
- Color grading
- 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.
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
Samplesis one setting with the most impact on the performance, because it directly affects the number of paths per pixel. Try to keep this at 1 if you want to enjoy real-time.- You can try changing the
Resolution Scalesetting, lowering this will make the lighting quality lower. - For most scenarios 3 bounces is enough. If you have lots of reflections and refraction, you may try 4 or 5.
- 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 can lower denoiser iterations or disable it alltogether if you are okay with the noise.
- Post-processing almost has zero effect (compared to global illumination).
Совместимость
Minecraft: Java Edition
1.20–1.21.10
Создатели

lucysir
Владелец
Детали
Лицензия:LicenseRef-Project-Lyrae-License
Опубликован:3 недели назад
Обновлён:1 неделю назад