
The VTXS project was born to challenge the modern graphics trend of smearing everything with TAA and upscaling. The philosophy behind VTXS is that everything stays perfectly sharp, regardless of camera speed.
Screen Space Demo
This shader introduces a lighting system developed exclusively for VTXS.
Each emissive pixel visible on screen illuminates the scene and casts shadows. The noise level is low enough for real time gameplay without requiring denoising. However, a denoiser is still present as an optional feature.

While being a demo this shader is intended to be used for gameplay, so all features necessary for a complete and playable experience are planned.
Implemented Features
- Screen Space Path Tracing
- Physically Based Atmosphere
- Full roughness range specular reflections
- Volumetric clouds
- Godrays
- Subsurface Scattering
- Variable penumbra shadows
- Bloom
- Eye adaptation
- Screen Space Raytraced Refraction
- GBAA Anti-aliasing
Big thanks to jbritain for making vloumetric clouds for VTXS!
It is highly recommended to use a PBR resource pack, as the integrated PBR system is very limited.
The shader now works on Intel GPUs, however, there may still be issues. Please report any issues in my Discord server.
All Versions
+ Add Version- Fixed clouds not recieving light at night
- Reduced shadow noise
- Added tonemapping options
- Added bright color desaturaton to default tonemap
- Grouped post-processing options
- Removed buggy text background
- Fixed spelling errors in settings
- Fixed hardcoded entities not glowing (spectral_arrow, end_crystal, ender_pearl, experience_orb, dragon_fireball)
- Added surface emission brightness slider
- Added screen space light source sampling
- Added SSR cone tracing
- Added thickness aware screen space ray tracing mode (Ray penetration in settings)
- Added volumetric clouds
- Added vanilla clouds
- Added physically based atmosphere
- Added stars
- Added moon phases
- Added godrays
- Added subsurface scattering
- Added Dynamic resolution shadows
- Added shadow quality & distance settings
- Added smooth fade to shadow render distance border
- Added cloud shadows
- Added weather
- Added rain / snow particles
- Added bloom
- Added autoexposure
- Added screen space raytraced refraction
- Added lightmap based shadowing outside of shadowmap range
- Added atmosphere in The End
- Added atmosphere in The Nether
- Added tGBAA anti aliasing option
- Increased denoiser resolution form half res to full res
- Added second GBAA option
- Added Intel support
- Fixed black artifacts on normal mapped surfaces
- Fixed low precision raytracing mode artifacts
- Fixed hand clipping
- Fixed selection outline interfering with ray tracing
- Fixed shadow render distance border issues
- Fixed pixelated/jagged shadow appearance
- Optimized ray tracing
- Optimized GBAA
- Improved shadow filtering
- Added water waves
- Added glass and water reflection and refraction
- Added water absorption
- Added colored shadows
- Added armor glint emission
- Imporved ray tracing precision
- Fixed invisible armor glint on hand
- Fixed shader not loading on linux
- Added sky
- Added noisy shadows
- Added smooth render distance fadeout
- Added basic water and glass
- Fixed shader not loading on oculus
Fixed transparent player model
Fixed lightmap being always bright