⚠️ Disclaimer: This shaderpack is an early work-in-progress so bugs, missing features and performance issues are to be expected.
Features
Triangle/quad list-based voxelization for complex geometry like entities, block entities and detailed blocks
Path traced diffuse, reflections and sun shadows
Temporal Anti-Aliasing
Normal & specular mapping support
Basic sky rendering
Sparse irradiance cache for diffuse multi-bounce approximation
Reflection motion vector calculation (no TAA ghosting on reflections)
Spatiotemporal denoising
Optional TAAU (TAA Upscaling)
Post-processing: auto exposure & chromatic aberration
Compatibility / Mod Support
GPUs: NVIDIA, AMD
Minecraft - version 1.21 and above
Iris - version 1.8.0 and above
Optifine - not supported
Distant Horizons/Voxy - not supported (planned)
OrthoCamera - supported but still broken in a few cases
macOS - not supported
Performance Tips
Sample count: This directly affects the quality of the lighting. Higher sample counts show less noise and more detailed lighting/reflections at the cost of performance. Keep this at 1 for the best performance.
Diffuse Lighting > Denoising Passes: The amount of passes used for diffuse lighting denoising. Even though not as high as sample count, this has a performance impact too. You can still get decent lighting with just 6 passes most of the time, but a pass count of 8 is recommended for the best lighting. You can set this to 0 if you're fine with the noise.
If you are in a completely closed room with no outdoor light entering it, set Shadow Samples to 0. This will disable sunlight.
Irradiance Cache > Update Interval: The maximum amount of frames that are allowed to pass between updates of the same part of the irradiance cache. Lower values cost more performance, but result in more responsive lighting and less noise in reflections.
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