Lyrae Shaders

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.

Lumora Shader

Lumora is a cinematic Minecraft shader pack made to improve the game’s atmosphere while keeping the classic Minecraft feeling. It adds realistic lighting, improved clouds, reflective surfaces, glowing portals, detailed block effects, and a custom End sky for a more immersive experience.

The shader focuses on making worlds feel more alive with smoother visuals, better brightness balance, enhanced water, cleaner skies, and stronger dimension atmosphere. The Nether feels warmer and more intense, while the End has a unique space-like style with a darker and more cinematic look.

Lumora is designed for players who want Minecraft to look more beautiful, modern, and atmospheric without completely changing the original style of the game.
[CurseForge](https://www.curseforge.com/minecraft/shaders/lumora)

Lumina Shader – Event Horizon

Lumina Shaders is a complete visual overhaul for Minecraft, specifically engineered for users with high-performance hardware who refuse to compromise on realism.

Why Lumina?
Unlike basic edits, Lumina introduces custom-coded features that provide a distinct cinematic identity:

Procedural Atmospheric Flicker: A custom time-based light flickering effect for immersive environments.

Cinematic Grain System: A dynamic noise generator that enhances the filmic texture of the game.

Artistic Post-Processing: Unique desaturation and vignette curves designed for Lumina’s visual style.

Optimized Lighting: Fine-tuned shadows and global illumination for high-end setups.

📜 Credits & License
Developed by Benjiaa.

IMPORTANT: This shader is based on Complementary Shaders by EminGT. Special thanks for his incredible work.

Original Project: https://modrinth.com/shader/complementary-reimagined

Support the Project If you enjoy Lumina Shaders, consider supporting my work! You can find dev logs and early previews here:

👉 Support benjiaa on Ko-fi: https://ko-fi.com/lumina_dev/goal?g=0

💬 Join our community on Discord: https://discord.gg/JK6rTQ9T

Youtube Channel: www.youtube.com/@LuminaShadersDev

Loé’s Night Vision

# Loé’s Night Vision

a roleplay shader inspired from night vision gear.

# Features

– paramettrable noise
– paramettrable color
– can be switched between allways active or just when night vision is active
– paramettrable lens effects
– paramettrable auto exposure
– supports from shader version 330
– Iris Compatible

# Roadmap

– adding multiple lighting methods (currently only vanilla is present)
– adding multiple night vision effects (like thermal, infra red etc.)
– supporting various mods that alters rendering (Create Flywheel, distant horizon etc.)
– extensive testing on various versions

# Redistribution

This shader is opensource and can be included in any mod packs. However, if you wish
to include this in your mod or to fork the project in order to redistribute,
please contact me.

# License

Light-Shadow

# Light and Shadow

The name says it all: Light and Shadow focuses on the two elements that shape every Minecraft scene — light and darkness.

This shader improves lighting from blocks and the sky, while adding stronger shadow effects through shadow maps, global illumination, and ambient occlusion. The goal is to make Minecraft scenes feel deeper, more atmospheric, and more visually dynamic without losing the familiar look of the game.

## Features

– Enhanced block lighting
– Improved sky lighting
– Shadow-map based shadows
– Global illumination effects
– GI-based shadowing and occlusion
– Ambient occlusion
– LabPBR normal mapping
– LabPBR ambient occlusion support
– Emissive materials support
– Atmospheric fog
– Depth of field
– Cinematic post-processing effects

LIGHT Shaders

## LIGHT Shaders

As light as light, as beautiful as painting.

Make you have both high FPS and good image quality.

### Gallery

!

(https://cdn.modrinth.com/data/UuwCHIS3/images/00b5c65dd6fc249bd5a505a704a12016d0903857.png)

### Features

#### FPS in your hands.

Optimized based on Chocapic13’s Shaders,

Removed some unnecessary features,

Some bugs have also been fixed,

Let you have an excellent FPS.

#### Crisp and bright picture.

Removed some features of Chocapic13’s Shaders,

But it’s not one-size-fits-all like some shaders,

Instead, it retains excellent picture manifestation:
– Water reflections
– Water surface ripples
– Good shadows
– Outstanding performance in different weather
– Clouds that move with the wind
– TAA anti-aliasing (optional)
– and more…

And added a few features of it own.

#### Exclusive Atmosphere.

Gives you a unique atmosphere.

#### Excellent field of view brightness.

Doesn’t make you feel so dark in the Nether instead of you can’t see anything like the usual shaders.

### Requirements

– Iris Shaders, Oculus Shaders or OptiFine.
– OpenGL 1.2 support.
– An ordinary GPU. (even extremely below average)

### *If you want to support my work, you can subscribe my [Patreon](https://www.patreon.com/Author87668/join) membership.*

Kyoko Shader’s

Experience Minecraft Like Never Before

Introducing Kyoko Shaders — a professionally crafted Vanilla+ shader pack designed to deliver realistic lighting, vibrant colors, and immersive atmosphere while preserving the iconic feel of Minecraft. Built with both beauty and performance in mind, Kyoko Shaders creates a cinematic experience without straying too far from the game’s original style.

From glowing sunsets and dynamic shadows to crystal-clear water reflections and volumetric clouds, every visual effect has been carefully tuned to make your world feel alive.

✨ Features
Realistic lighting and dynamic shadows
Vibrant Vanilla+ visual style
Beautiful water reflections and wave effects
Soft bloom and cinematic atmosphere
Volumetric clouds and enhanced skies
Improved sunlight, moonlight, and ambient lighting
Smooth reflections and immersive environmental effects
Enhanced fog for realistic depth and atmosphere
Balanced visual quality and optimized performance
Multiple settings for both high-end and lightweight gameplay

Kappa Shader

[![Kappa Shader Banner](https://rre36.com/wp-content/uploads/2021/03/Kappa-Banner.jpg “Kappa Shader Banner”)](https://youtu.be/QWAb4RLTiMk)

## **What is the Kappa Shader?**
A shaderpack that aims towards a realistic, but also authentic look. So it is not plainly using physically accurate vales and equations like many other packs do. Instead, while still using many accurate calculations, it is tweaked to reproduce what you could observe in nature, which usually goes beyond just having equations to describe most phenomenons.

## **What features does it offer?**
* Dynamic soft shadows
* Screen-space path-tracing (SSPT)
* Temporal Anti-Aliasing and Upscaling (TAAU)
* Procedural realistic skybox with multiple cloud layers
* Screen-space reflections and optional offscreen environment reflections (when enabling the reflection capture)
* Volumetric fog
* Random per-day and daytime driven weather parameters controlling clouds and fog
* labPBR resourcepack support
* Various optional lens effects such as depth of field, lens flares and vignette
and many, many more.

## **Any Requirements?**
* Optifine for 1.16 or newer/Iris 1.5.0 or newer
* GTX 1050/RX 560 or similar/better (has to support OpenGL 4.0, something faster than those is recommended though)
* Windows/Linux
* **DUE TO REPEATED ISSUE-REPORTS: Intel HD 5000 Graphics and older are NOT supported!**

## **External Links:**
* My Website: [Link](https://rre36.com/kappa-shader)
* My Discord Server: [Link](https://discord.gg/y5xzQ6H)

[![Become a Patron](https://rre36.com/wp-content/uploads/2023/05/Patreon_ForEmbed.png)](https://www.patreon.com/bePatron?u=19790203)

Hex’s Default Shaders Rewrite

if you want to publish an modified version, or just modify it to help me as an colaborator, fork this github and send an pull request
[Hex’s Github Rep](https://github.com/HexBrasil/Hex-Vanilla-Shaders-Reworked/tree/main)

## What happened to Hexs Vanilla Shaders or Legacy Shaders?

They are still here, but now i am focusing on the new Rewrite one, fixed most of the bugs from older versions.

## What is HDFR?

It’s my Own shader! But now i rewrited some useful parts, and fixed most of the bugs.
Made for myself, but now for everyone! Now working with Iris 1.6.17+.

## Github Repository

I am needing ppl to help me to fix these things:

Gbuffers_Terrain / Composite: Every entity is transparent, and i dont know how to fix it.
Skylightleak: In night time, there is some lights coming out of nowhere.

If you can help me, send an request to the git rep.

# Credits
> [saada2006 Shader Tutorial](https://github.com/saada2006/MinecraftShaderProgramming/tree/master) – Used as the first base to the shader.

> [Acerola’s Channel](https://www.youtube.com/@Acerola_t) – Watched the Shaders video, then created some post processing techniques.

Haze Shader

### ✨ Haze Shader – Classic Minecraft, Beautifully Enhanced

Haze Shader is a lightweight shader pack that enhances Minecraft’s visuals without losing its iconic blocky style.

🧱 Stylized blocky shadows that stay true to the game’s design
🌊 Clean reflections on water, ice, and other shiny blocks
💡 Soft, refined emissive lighting for naturally glowing elements
⚡ Optimized for performance – ideal for all systems, even low-end PCs

Haze Shader focuses on subtle, smart upgrades that make your world feel more alive—without ever stepping away from what makes Minecraft, Minecraft.