Crowd Cheer System View on Asset Store (opens in new tab)

Package details

Latest version
2.00.02
Last updated
First released
Unity version
6000.3.8 or later
Package size
48.1 MB
Files
62
Favorites
5
Views in the past week
27

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$8.99 on

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Crowd Cheer System

by Serwus Studio (opens in new tab)

1 rating, too few to average

  • Price drop

Fill stadiums, arenas and concerts with animated crowds. GPU shader, no rigged meshes, no Animators, plus La Ola waves, jumps and a full scripting API.

Discount -33% Previous price $14.99 Price $9.99

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Price history

Last 6 months

USD
Price history for Crowd Cheer System, 6 months Current $9.99; lowest $8.99; highest $18.90 in this period. $0 $10 $20 Jun Jul Aug Sep Oct Nov Version 2.00.01 released 29 Jun 2026 v2.00.01 Version 2.00.02 released 29 Jul 2026 v2.00.02

Asset preview

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Crowd Cheer System screenshot 1

Crowd Cheer System screenshot 1

About this asset

Crowd Cheer is a GPU-driven crowd shader that renders hundreds of animated spectators on simple flat meshes — no GameObjects per character, no Animators, no skinned meshes. Just a texture atlas and a Quad.

Perfect for stadiums, concerts, arenas, sports games, and any scene where you need a lively crowd without killing performance on mobile and VR.

How it works:

A sprite atlas with character variants (columns) and animation frames (rows) is tiled across a flat mesh. The shader automatically randomizes appearance, animation phase, and orientation per tile every character looks unique with zero CPU overhead.

Key Features:

  • 100% GPU — no scripts required, no per-character GameObjects
  • Sprite atlas animation — up to 16 character variants x 8 animation frames
  • La Ola / Mexican Wave — configurable stadium wave with direction, speed, width, and pose controls
  • Crowd density — dynamically control how full the stadium is (0–100%)
  • Distance fade — automatic LOD, clips distant characters to save fillrate
  • Random flip X — doubles visual variety at zero cost
  • Color tint + per-character variation — team colors, lighting moods, natural diversity
  • UV tiling & offset — control how many characters appear per mesh
  • World-space randomization — duplicate meshes automatically look different
  • URP lighting — responds to ambient SH + main directional light
  • VR-ready — full Single Pass Instanced stereo support
  • GPU Instancing — supported out of the box
  • Alpha cutout — ZWrite On, no transparency sorting issues

Platforms tested: PC, Android, iOS, Meta Quest 1/2/3/Pro, WebGL

Included:

  • CrowdCheer shader (URP, HLSL)
  • 3 ready-to-use materials (cartoon, cartoon 2, blue)
  • 5 crowd sprite atlas textures
  • Flat mesh model (plate_crowd.fbx)
  • 2 prefabs
  • Demo scene
  • Full documentation (EN + PL)

From the publisher's Asset Store listing.

Technical details

- Shader: SerwusStudio/CrowdCheer (hand-written HLSL, not Shader Graph)

- Render passes: ForwardLit + DepthOnly

- Render queue: AlphaTest (TransparentCutout)

- Blend mode: Alpha cutout with configurable clip threshold

- Culling: Off (double-sided)

- Lighting: Ambient SH + main directional light (Lambert)

- VR: Single Pass Instanced stereo rendering

- GPU Instancing: supported

- Wave cost: zero when disabled (early exit)

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.8f1 Not listed Compatible Not listed

As listed on the Asset Store.