Lyrae Shaders
Physically-Based Real-Time Path Traced Graphics.
Lyrae Shaders
<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
- Post-Processing - Monte Carlo global illumination with multiple light bounces - Fast voxel traversal via DDA algorithm - AABB tracing for detailed sub-voxels <br> - Post-Processing - Low-discrepancy blue noise sampling - Flexible SVGF denoiser pipeline - Next Event Estimation (NEE) for explicit sun sampling <br> - Post-Processing - Unified physically-based shading pipeline - Support for Post-Processing 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 ❤️
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 standard. So make sure to use a resourcepack with LabPBR material support, here's a LabPBR 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.