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Lyrae Shaders

Physically-Based Real-Time Path Traced Graphics.

Modrinth colored-lighting path-tracing pbr

Описание

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](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.