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Publisher

Serwus Studio

Please Note

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Overview

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)

Requirements:

  • Unity 2020.3 LTS or newer
  • Universal Render Pipeline (URP) 10+
  • No additional dependencies
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