Posted August 25, 2026 by ScrollWeaver
Stack it with GDevelop's built-in 3D effects.
3DCRT+ now runs as a real post-processing pass inside the layer's own effect chain — the same entry point GDevelop's own 3D effects use. Bloom, Brightness and contrast, Exposure, Hue and saturation, Fog and Skybox all compose with it now instead of fighting it. Earlier versions conflicted; that's gone.
addPostProcessingPass hook instead of overriding the renderer's draw call — far more robust across engine updates
Bloom, brightness, saturation and contrast are gone. GDevelop's own layer effects cover all four, and now that they compose there's no reason to ship duplicates. Use Bloom, Brightness and contrast and Hue and saturation instead — the last also gives you hue rotation, which 3DCRT+ never had.
Gamma and phosphor tint stayed, since nothing native replaces them.
Projects using the removed actions will show missing-action errors until they're rewired.
Colour is now encoded once instead of twice, so the picture reads more contrasty than 0.7.x. Expect to retune your mask levels and whatever you're using for brightness.
For crisp scanlines, set your project's antialiasing to None — GDevelop appends its antialiasing pass after yours and will soften the pattern.
Tested against GDevelop 5.6.280.