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Lyrae Shaders
Modrinth Shader

Lyrae Shaders

Physically-Based Real-Time Path Traced Graphics.

Minecraft product info

Important product information

Compatibility, Minecraft versions, loaders, and external source data.

Type

Shader

Access

Free

Latest version

0.1.0a

Downloads

41 457

Loaders / Platforms

iris

Minecraft versions

1.20 – 1.20.1 1.21 – 1.21.11

Categories

colored-lighting path-tracing pbr

Description

Detailed information

<br> <p align="center"> <b>Lyrae • Physically-Based Real-Time Path Traced Shaderpack</b> <br><br> <img width=600 src="https://raw.githubusercontent.com/kadir014/lyrae-shaders/refs/heads/main/assets/thumb.png"> </p> 📌 **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 <br> - **Sampling & Image Stability** - Low-discrepancy blue noise sampling - Flexible SVGF denoiser pipeline - Next Event Estimation (NEE) for explicit sun sampling <br> - **Physically-Based Materials** - Unified physically-based shading pipeline - Support for **LabPBR** resource packs <br> - **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](https://buymeacoffee.com/kadir014) ❤️ You can join the [discord server here](https://discord.gg/eS7MzZHmWq), share screenshots or provide feedback and report issues. ## Attributions - [Kirilpro6284](https://github.com/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](https://shaderlabs.org/wiki/LabPBR_Supported_Packs#Resource_Packs) 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.

Developer

lucysir

Profile and data retrieved from Modrinth

Open on Modrinth

Product gallery

Project images

Screenshots and images from the original Modrinth page.

Normal Mapping

Light through colored glass causing some normal mapping action

Colored Light Sources

Colored light from stained glass in a closed room

More GI

Global illumination with colored light sources.

Global Illumination

Color bleed in action through sun light.

Rim Lighting

Non-full voxels between two light sources.

Colored Light Room

A room lit by sun and colored lights

Window Lit Room

A room lit by sun light through a window.

Change log

Project versions

Published versions and original Modrinth files.

0.1.0a Current Alpha 23.01.2026

v0.1.0a

Supported Minecraft versions
1.21 1.21.1 1.21.2 1.21.3 1.21.4 1.21.5 1.21.6 1.21.7 1.21.8 1.21.9 1.21.10 1.21.11
Loaders / Platforms
iris
Show changes
# 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
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4.38 MB

0.0.4a Alpha 05.12.2025

v0.0.4a

Supported Minecraft versions
1.20 1.20.1 1.21 1.21.1 1.21.2 1.21.3 1.21.4 1.21.5 1.21.7 1.21.8 1.21.9 1.21.10
Loaders / Platforms
iris
Show changes
- **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
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4.32 MB

0.0.3a Alpha 29.11.2025

v0.0.3a

Supported Minecraft versions
1.20 1.20.1 1.21 1.21.2 1.21.4 1.21.5 1.21.6
Loaders / Platforms
iris
Show changes
- **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
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2.0 MB

0.0.2a Alpha 24.11.2025

v0.0.2a

Supported Minecraft versions
1.21.4
Loaders / Platforms
iris
Show changes
- Initiated AABB tracing for non-full-voxels. - Currently slabs, torches and end rods support it. - Colored concrete powder as light sources. - Small fixes.
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0.04 MB

0.0.1a Alpha 22.11.2025

v0.0.1a

Supported Minecraft versions
1.21.4
Loaders / Platforms
iris
Show changes
Initial very early alpha release.
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0.04 MB