I'm evaluating LWRP/Shader Graph for a project that would rely heavily on DrawMeshInstancedIndirect. I'm unclear on how/if it would work with Shader Graph. Its not apparent how I'd access something like unity_InstanceID from a Shader Graph. I guess I don't really know how you'd read from a StructuredBuffer inside a ShaderGraph either! I don't see an option for it in the Blackboard section. Maybe doing instanced rendering that relies on a StructuredBuffer for each instances info would be more of a job for Visual Effect Graph? I'm just trying to wrap my head around how this would work with LWRP. Any insight appreciated!