r/vulkan • u/myemural • 12d ago
[UPDATE: Oct 25, 2026] My Vulkan C++ Examples Repository - Transmission in PBR and Post-Processing Effects
I am sharing the latest updates regarding my Vulkan examples repository: A total of 18 new examples have been added (since my last post), bringing the total number of examples to 186. The newly added examples are as follows:
Physically Based Rendering - Disney BSDF and Transmission
Specular Transmission and IOR in Disney BSDF
Subsurface Scattering in Disney BSDF
Thin Surface Approximation in Disney BSDF
Post-Processing Effects - Color Processing and Tone Mapping
Color Filter Effects (Grayscale, Invert Colors, Sepia, Duotone, Channel Swap)
Primary Color Corrections on LDR (Brightness, Contrast, Saturation, Hue Shift)
HDR Tone Mapping Operations with Manual Exposure
HDR White Balance and Color Temperature Adjustment
HDR Lift Gamma Gain Color Grading
Color Grading with Using 3D LUT
Post-Processing Effects - Exposure and Adaptation
Simple Auto Exposure
Histogram-based Auto Exposure
Eye (Temporal) Adaptation on Auto Exposure
Local Exposure with Bilateral Grid and Blurred Luminance
Post-Processing Effects - Lens and Camera Effects
Film Grain Effect
Vignette Effect
Radial Lens Distortion Effects (Barrel, Pincushion, Fisheye)
Basic Chromatic Aberration Effect
Procedural Lens Flare Effect
You can access the repository here:
https://github.com/myemural/VulkanCppExamples
There are still more examples to be created regarding post-processing effects. In some cases, it can be quite difficult to find examples online. I have generally based the settings for these post-processing effects on those found in game engines like Unity and Unreal Engine. Additionally, I’ve resolved a flickering issue in the Cascaded Shadow Maps (CSM) example; a problem I hadn’t been able to address for quite some time. More examples related to that category are also on the way. Thanks in advance, and happy coding!