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Immersive VR previously used the full runtime-reported left/right view positions, with Units per Meter scaling both world geometry and the per-eye offsets. That left no direct way to soften strong near-field pop-out without also changing the apparent world scale. Add Graphics.VR.StereoSeparation as a 0-200 percent setting, defaulting to 100 percent. Scale each eye's positional offset around the average eye center independently of shared head translation. At 100 percent the projection is unchanged, 0 percent brings the virtual view positions together toward mono, and values above 100 percent amplify stereo depth. Units per Meter continues to set world scale and head-motion mapping. Expose the setting in the global VR pane and per-game VR configuration, include it in game VR override application/reset, and refresh cached projection rows when it changes. Help text explains the scale/depth tradeoff, possible near-field comfort benefit, and that Stereo 3D Screen continues to use the existing Stereoscopic Depth control.