
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.


