Crowd Cheer System - GPU crowd shader for Unity URP
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● Live · Unity Asset Store & Fab · v2.0.1
Unity Tool · Shader · VR / Mobile

Crowd Cheer System

A lightweight, GPU-based crowd rendering system for Unity URP. Built for stadiums, concerts, VR and mobile - no rigged meshes, with a La Ola wave and a full scripting system.

Unity 2020.3 LTS+URP 10+ HLSLMaterialPropertyBlock Meta Quest / Mobile Role: Solo - shader, tooling, docs

// Overview

Crowd Cheer System is a ready-made solution for rendering large, lively crowds in Unity URP - with no rigged characters and no CPU load. The crowd is drawn on atlas-textured planes and animated entirely on the GPU in an HLSL shader, so it holds performance even on standalone VR (Meta Quest) and mobile.

In version 2.0 the asset went from „just a shader" to a full scripting system: one scene-level component drives the whole crowd, and waves and jumps fire from a key, a UI button, a collider or any gameplay event - no code required.

This is my own product, built from scratch and released under the Serwus Studio label. It is a separate piece of work from the crowd shader I wrote for Revocure - different project, different implementation.

// Demo / Showreel

// Key features

// GPU Shader
Atlas crowd shader (HLSL)
Crowd on atlas-textured planes, animated fully on the GPU. No rigged meshes - cheap on VR and mobile. Material-driven: density, animation speed, UV tiling, randomization, distance fade, tint, alpha clip.
// CrowdManager
One component per scene
A single slider controls density, speed, fade, color, randomization and quality across every crowd plane at once - from one place in the scene.
// CrowdController
Per-plane control
Atlas layout and UV tiling at the single-plane level. Uses MaterialPropertyBlock, so the shared material is never modified - zero extra material instances.
// CrowdWaveTrigger
Waves and jumps, no code
Fire a wave or jump from a keyboard key, a UI button or a collider zone. No code - ready for prototyping and production.
// La Ola + Jump
Mexican wave and bounce
Built-in La Ola wave plus a jump/bounce effect with wave-style propagation (a staggered, rolling crowd bounce).
// Clip Bounds
Clip to the stands
World-space clip bounds in the shader - clip the crowd to a box (e.g. stadium stands). Disabled by default, so zero cost when unused.
// Scripting API
Full runtime API
Control every setting and trigger effects from any event: TriggerWave, TriggerWaveFrom / Toward, TriggerJump and more.
// Custom Inspectors
Preview in Play mode
Custom inspectors for the Manager and Controller with wave/jump preview buttons in Play mode. Two demo scenes: Concert and Stadium.

// Gallery

Crowd Cheer System - promo banner with a crowd rendered on the GPU Crowd Cheer System - crowd scene in the stands Crowd Cheer System - crowd density and colour variants Crowd Cheer System - Fab cover Crowd Cheer System - crowd system showcase

// My role

The tool the buyer actually uses

Crowd Manager inspector in Unity - one component driving 42 crowd planes, with density, animation speed, distance fade, La Ola wave and jump propagation controls, plus a separate Crowd Wave Trigger component
One CrowdManager collects every crowd plane in the scene - 42 in this stadium - and pushes global settings to all of them at once. Wave direction, speed and width, jump height with propagation and per-unit delay, distance fade and quality profiles are all exposed as sliders. The separate CrowdWaveTrigger fires a wave from a key press, a collider zone or a UnityEvent, with a cooldown. Labels are bilingual EN/PL, and the inspector warns that play-mode-only buttons do nothing in edit mode.

// Specs

ENGINE
Unity 2020.3 LTS+
RENDER
URP 10+
SHADER
HLSL (custom)
PLATFORMS
PC · Mobile · Standalone VR
VERSION
2.0.1
DOCS
EN + PL
Read the online documentation

// Tech Stack

Unity URPHLSL ShaderC# MaterialPropertyBlockCustom Editor Meta QuestMobile Optimization
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