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.