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 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 Stereo Strength controls the distance between the eyes. 0 is no distance and 100 is the maximum.
  • Setting Stereo Strength too high may cause discomfort, so leaving it around the default of 50 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 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.
Updated 9 days ago
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorAndres Hernandez
Made withGodot
Tags3D, add-on, Godot, plug-in, stereo-3d


Stereo3D.zip 3 kB

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