Lightweight GPU crowd shader for URP — animated stadium spectators with La Ola wave, density control, and distance fade. Designed for VR and mobile.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)Requirements:Unity 2020.3 LTS or newerUniversal Render Pipeline (URP) 10+No additional dependencies- 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)- No C# scripts required at runtime




