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.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 GameObjectsSprite atlas animation — up to 16 character variants x 8 animation framesLa Ola / Mexican Wave — configurable stadium wave with direction, speed, width, and pose controlsCrowd density — dynamically control how full the stadium is (0–100%)Distance fade — automatic LOD, clips distant characters to save fillrateRandom flip X — doubles visual variety at zero costColor tint + per-character variation — team colors, lighting moods, natural diversityUV tiling & offset — control how many characters appear per meshWorld-space randomization — duplicate meshes automatically look differentURP lighting — responds to ambient SH + main directional lightVR-ready — full Single Pass Instanced stereo supportGPU Instancing — supported out of the boxAlpha cutout — ZWrite On, no transparency sorting issuesPlatforms tested: PC, Android, iOS, Meta Quest 1/2/3/Pro, WebGLIncluded:CrowdCheer shader (URP, HLSL)3 ready-to-use materials (cartoon, cartoon 2, blue)5 crowd sprite atlas texturesFlat mesh model (plate_crowd.fbx)2 prefabsDemo sceneFull documentation (EN + PL)- 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)his package contains AI-assisted content.What was AI-assisted: source code (runtime C# scripts, custom Editor inspectors), HLSL/ShaderLab shader code, and the written documentation. These were produced in collaboration with an AI coding assistant (Anthropic Claude), then reviewed, edited, tested and integrated by a human developer inside the Unity Editor. All parameter tuning, art direction and final quality control were done manually.What was not AI-generated: all artwork in this package. The crowd sprite atlases, textures, demo scene art and all promotional graphics (key art, icon, banner) were created by the author. No image generation tools were used at any stage of the art production.No third-party assets were used as AI training input, and the package contains no content generated from other publishers' assets.





