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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
Price tracking
- Last checked
- Tracked since
- Lowest recorded
- $8.99 on
Keywords
Crowd Cheer System
- 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.
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Price history
Last 6 months
USDAsset preview
1 / 5
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
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.3.8f1 | Not listed | Compatible | Not listed |
As listed on the Asset Store.