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Quick Information
Godot Stereo 3D adds stereoscopic 3D support to Godot Engine (red/cyan anaglyph 3D glasses) in game and in editor. Works as a screen-space shader based on the depth buffer (2D to 3D conversion) so is very fast. Requires GLES3. The best 3D glasses to use with this add-on are called Pro-Ana (red/cyan). They make plastic and paper versions and are very affordable.- Place the Stereo3D.tscn scene inside your main game tree. - If used in combination with Godot Super Scaling, the Stereo3D node should be inside your game world.- In the Stereo3D inspector settings, check the Enable box to turn stereo on or off in game or in editor.- Set Z Near to the z_near of your camera.- Set Z Far to the z_far of your camera.- The Separation controls the distance between the eyes. 0 is no distance and 100 is the maximum.- Setting Separation too high may cause discomfort, so leaving it around the default of 50 is recommended.- The Convergence controls the distance to the parallax plane the eyes are focused on (on the z axis). - Higher values for Convergence will result in a greater 3D effect, but setting it too high may cause discomfort.- The Pop Out setting controls the overlap between the left/right images. This makes the image more 3D or more comfortable.- Typically lower Pop Out settings are easier to focus on. However, if you use transparent surfaces or reflections (e.g. glass windows) then it is better to set Pop Out to the maximum so that the transparent pass closer matches the 3D render.- If you have overlapping transparent surfaces in your game, you need to set the Render Priority of the transparent material to 1 or above (for example, in a racing game, viewed from the 3rd person, the front window could have Render Priority of 0 and the back 1).- For cut-out textures (like decals or grass) the Render Priority should be above 0, the Depth Draw Mode set to Opaque Pre-Pass, Transparent set to false, and enable Use Alpha Scissor on the material. If the decal texture is on top of a transparent material (e.g. a sticker on a window) then the Depth Draw Mode must be set to Never.- If you use reflection probes, the reflections will be captured with the results of the post-process and will be incorrect. In these cases, you should leave the Stereo3D disabled in game, then on _ready() in your game, wait a certain amount of time (enough for the captures to take place) before enabling Stereo3D.- You must control whether Stereo3D is enabled or not within the inspector settings for the add-on. The eye icon in the tree is disabled by design.- Note, since this is a post-process effect (2D to 3D conversion) and not a true dual camera stereo render, you may see some artifacts (typically halos around objects or duplicated textures). This is unavoidable with a screen-space shader, and is why it performs so fast. Changing the Stereo3D settings so that the 3D effect is less can mitigate some of these artifacts.
Godot Stereo 3D adds stereoscopic 3D support to Godot Engine (red/cyan anaglyph 3D glasses) in game and in editor. Works as a screen-space shader based on the depth buffer (2D to 3D conversion) so is very fast. Requires GLES3. The best 3D glasses to use with this add-on are called Pro-Ana (red/cyan). They make plastic and paper versions and are very affordable.
- Place the Stereo3D.tscn scene inside your main game tree.
- If used in combination with Godot Super Scaling, the Stereo3D node should be inside your game world.
- In the Stereo3D inspector settings, check the Enable box to turn stereo on or off in game or in editor.
- Set Z Near to the z_near of your camera.
- Set Z Far to the z_far of your camera.
- The Separation controls the distance between the eyes. 0 is no distance and 100 is the maximum.
- Setting Separation too high may cause discomfort, so leaving it around the default of 50 is recommended.
- The Convergence controls the distance to the parallax plane the eyes are focused on (on the z axis).
- Higher values for Convergence will result in a greater 3D effect, but setting it too high may cause discomfort.
- The Pop Out setting controls the overlap between the left/right images. This makes the image more 3D or more comfortable.
- Typically lower Pop Out settings are easier to focus on. However, if you use transparent surfaces or reflections (e.g. glass windows) then it is better to set Pop Out to the maximum so that the transparent pass closer matches the 3D render.
- If you have overlapping transparent surfaces in your game, you need to set the Render Priority of the transparent material to 1 or above (for example, in a racing game, viewed from the 3rd person, the front window could have Render Priority of 0 and the back 1).
- For cut-out textures (like decals or grass) the Render Priority should be above 0, the Depth Draw Mode set to Opaque Pre-Pass, Transparent set to false, and enable Use Alpha Scissor on the material. If the decal texture is on top of a transparent material (e.g. a sticker on a window) then the Depth Draw Mode must be set to Never.
- If you use reflection probes, the reflections will be captured with the results of the post-process and will be incorrect. In these cases, you should leave the Stereo3D disabled in game, then on _ready() in your game, wait a certain amount of time (enough for the captures to take place) before enabling Stereo3D.
- You must control whether Stereo3D is enabled or not within the inspector settings for the add-on. The eye icon in the tree is disabled by design.
- Note, since this is a post-process effect (2D to 3D conversion) and not a true dual camera stereo render, you may see some artifacts (typically halos around objects or duplicated textures). This is unavoidable with a screen-space shader, and is why it performs so fast. Changing the Stereo3D settings so that the 3D effect is less can mitigate some of these artifacts.
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Quick Information
Godot Stereo 3D adds stereoscopic 3D support to Godot Engine (red/cyan anaglyph 3D glasses) in game and in editor. Works as a screen-space shader based on the depth buffer (2D to 3D conversion) so is very fast. Requires GLES3. The best 3D glasses to use with this add-on are called Pro-Ana (red/cyan). They make plastic and paper versions and are very affordable.- Place the Stereo3D.tscn scene inside your main game tree. - If used in combination with Godot Super Scaling, the Stereo3D node should be inside your game world.- In the Stereo3D inspector settings, check the Enable box to turn stereo on or off in game or in editor.- Set Z Near to the z_near of your camera.- Set Z Far to the z_far of your camera.- The Separation controls the distance between the eyes. 0 is no distance and 100 is the maximum.- Setting Separation too high may cause discomfort, so leaving it around the default of 50 is recommended.- The Convergence controls the distance to the parallax plane the eyes are focused on (on the z axis). - Higher values for Convergence will result in a greater 3D effect, but setting it too high may cause discomfort.- The Pop Out setting controls the overlap between the left/right images. This makes the image more 3D or more comfortable.- Typically lower Pop Out settings are easier to focus on. However, if you use transparent surfaces or reflections (e.g. glass windows) then it is better to set Pop Out to the maximum so that the transparent pass closer matches the 3D render.- If you have overlapping transparent surfaces in your game, you need to set the Render Priority of the transparent material to 1 or above (for example, in a racing game, viewed from the 3rd person, the front window could have Render Priority of 0 and the back 1).- For cut-out textures (like decals or grass) the Render Priority should be above 0, the Depth Draw Mode set to Opaque Pre-Pass, Transparent set to false, and enable Use Alpha Scissor on the material. If the decal texture is on top of a transparent material (e.g. a sticker on a window) then the Depth Draw Mode must be set to Never.- If you use reflection probes, the reflections will be captured with the results of the post-process and will be incorrect. In these cases, you should leave the Stereo3D disabled in game, then on _ready() in your game, wait a certain amount of time (enough for the captures to take place) before enabling Stereo3D.- You must control whether Stereo3D is enabled or not within the inspector settings for the add-on. The eye icon in the tree is disabled by design.- Note, since this is a post-process effect (2D to 3D conversion) and not a true dual camera stereo render, you may see some artifacts (typically halos around objects or duplicated textures). This is unavoidable with a screen-space shader, and is why it performs so fast. Changing the Stereo3D settings so that the 3D effect is less can mitigate some of these artifacts.