
Dirt RT
A path tracing shaderpack for vulkanite mod, better than demo pack
Список изменений
⚠️ Requirements
- Vulkanite mod(modified version) (26.2 branch). DO NOT use the original version
- LabPBR resource pack (required for correct material decoding)
- RT-capable GPU. For example, RTX 4060
- After reloading resource packs, restart the game to make the shader work properly.
What's New
Almost everything has been rewritten since v0.3.0. Here's what you'll notice:
Better Image Quality
- Much less noise — the new denoiser preserves sharp edges (block corners, stairs, fences) while aggressively smoothing flat surfaces like walls and floors. Rough surfaces like stone and gravel receive naturally stronger filtering than smooth surfaces like polished diorite.
- Less ghosting — camera movement no longer leaves trails behind. The new temporal clamping catches and discards stale history instead of blending it in.
- Clearer reflections — reflections on curved surfaces (cauldrons, anvils, water ripples) no longer smear when you move. Specular noise cleans up faster frame-to-frame.
- Better water & glass — transparent surfaces correctly trace through multiple layers. Looking through a glass pane into underwater caves now works properly.
- No more crawling noise patterns — the RNG no longer correlates across frames, so noise is truly random frame-to-frame instead of forming visible grid-like patterns.
Path Guiding
Light now intelligently samples toward bright directions learned from previous frames. Dark corners converge faster because the shader stops wasting rays on directions that lead to shadow.
End Sky
The End dimension now has a proper custom sky: a procedural nebula with glowing rune-ring structures. Toggle between this and atmospheric scattering in the shader settings.
Filmic Bloom
Bloom is now smoother and faster by using Gaussian downsample & upsample
New Tone Mapper
Replaced the old ACES tone mapper with TonyMcMapface — a tiny neural network trained for natural-looking HDR-to-SDR conversion. Colors are more balanced, with less color shifting in bright highlights.
Auto Exposure
The shader now automatically adjusts exposure based on scene brightness. Walk from a dark cave into sunlight and your eyes will adapt naturally. Tune the paper-white luminance and exposure curve to your liking in settings.
Performance
- Higher FPS across the board thanks to buffer unification, half-float packing, and compute shader optimizations
- Lower VRAM usage — all per-pixel data has been consolidated into 4 packed buffers
- Parallax occlusion mapping only on first hit — secondary bounces skip POM, saving significant RT cost
Full Iris UI
All settings are now exposed through the Iris shader options panel — no config file editing needed. 39 sliders and toggles across 6 categories: Ray Tracing, Material, Exposure & Display, Bloom, Temporal Filter, and À-Trous Denoiser. Plus 22 debug views for screenshots and troubleshooting.
Chinese Localization
Complete zh_cn translation of all UI text.
Known issue
Refraction is still noisy
