The minimum requirements are:
The Stereoscopic checkbox in the Player SettingsA settings manager that lets you set various player-specific options for the final game built by Unity. More info
See in Glossary is strictly for DirectX 11.1’s stereoscopic 3d support. It doesn’t currently use AMD’s quadA primitive object that resembles a plane but its edges are only one unit long, it uses only 4 vertices, and the surface is oriented in the XY plane of the local coordinate space. More info
See in Glossary buffer extension. Make sure that this sample works on your machine. Stereo support works both in fullscreen and windowed mode.
When you launch the game, hold shift to bring up the resolution dialog. There will be a checkbox in the resolution dialog for Stereo3D if a capable display is detected. Regarding the API, there are a few options on CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary: stereoEnabled, stereoSeparation, stereoConvergence. Use these to tweak the effect. You will need only one camera in the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary, the rendering of the two eyes is handled by those parameters.
Note that this checkbox is not for VR headsets.
Note: Currently, setting Unity to render in linear color space breaks stereoscopic rendering. This appears to be a Direct3D limitation. It also appears that the camera.stereoconvergence
param has no effect at all if you have some realtime shadows enabled (in forward rendering). In Deferred Lighting, you will get some shadows, but insconsistent between left & right eye.