Lyrae Shaders

⭐ — (91 endorsements) 📥 40,920 downloads 📌 v0.1.0a 📅 11/24/2025
🟡 Updated this year

By lucysir · colored-lighting

⬇ Download Mod Source: Modrinth ↗ 📅 Updated: 1/23/2026 📅 Created: 11/24/2025

🔍 Analysis

  • 👍 0.2% endorsement rate
  • 🏆 #19 of 72 colored-lighting mods in this game by downloads

📋 About This Mod

✅ - Low-discrepancy blue noise sampling
✅ - Flexible SVGF denoiser pipeline
✅ - Next Event Estimation (NEE) for explicit sun sampling

<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: (https://buymeacoffee.com/kadir014) ❤️ You can join the (https://discord.gg/eS7MzZHmWq), share screenshots or provide feedback and report issues. ## Attributions - (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 (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.

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: (https://buymeacoffee.com/kadir014) ❤️

You can join the (https://discord.gg/eS7MzZHmWq), share screenshots or provide feedback and report issues.

## Attributions - (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 (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.

🤖 AI-enhanced — based on mod data

📊 Mod Details

Game
Minecraft Shaders
Author
lucysir
Version
0.1.0a
Downloads
40,920
Endorsements
91
Category
colored-lighting
Created
11/24/2025
Updated
1/23/2026
Game Versions
1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4
Tags
colored-lighting, path-tracing, pbr

🔧 How to Install Minecraft Shaders Mods

Download from Modrinth. Use Prism Launcher or drop into your mods folder.

📖 Full step-by-step install guide for Minecraft Shaders →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Minecraft Shaders commands, item IDs, and more.

❓ Frequently Asked Questions

Which Minecraft Shaders versions does Lyrae Shaders support?

The author lists 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5. Other versions may work but are untested by the author.

What is the latest version of Lyrae Shaders?

Version 0.1.0a, published 2026-01-23 with 40,920 downloads recorded at the source.

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