Godot Stereo 3D : Add-On For Godot Engine
A downloadable add-on
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.
For installation, copy the Stereo3D
folder from the download zip and copy it into your Godot project.
- Place the
Stereo3D.tscn
scene inside your main game tree. - In the
Stereo3D
inspector settings, check theEnable
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
Stereo Strength
controls the distance between the eyes.0
is no distance and100
is the maximum. - Setting
Stereo Strength
too high may cause discomfort, so leaving it around the default of50
is recommended. - The
Parallax Depth
controls the distance to the parallax plane the eyes are focused on (on the z axis). - Higher values for
Parallax Depth
will result in a greater 3D effect, but setting it too high may cause discomfort. - The
Parallax Offset
setting controls the overlap between the left/right images. This makes the image more 3D or more comfortable. - Typically higher
Parallax Offset
settings are easier to focus on. However, it can depend on the content. - If you have overlapping transparent surfaces in your game, you need to set the
Render Priority
of the transparent material to1
or above (for example, in a racing game, viewed from the 3rd person, the front window could haveRender Priority
of0
and the back1
). - For cut-out textures (like decals or grass) the
Render Priority
should be above0
, theDepth Draw Mode
set toOpaque Pre-Pass
,Transparent
set to false, and enableUse Alpha Scissor
on the material. If the decal texture is on top of a transparent material (e.g. a sticker on a window) then theDepth Draw Mode
must be set toNever
. - 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 enablingStereo3D
. - 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.
Download
Download
Stereo3D.zip 3 kB
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