I am using Graphics.DrawMeshInstancedIndirect to make tens of thousands of mesh instances. Each one needs to have use a unique TRS matrix in its material. the TRS matrix is highly customized because I am working in non-euclidean space. The details of that arent important. The point here is that typically Matrix4x4.TRS is used on the CPU to construct the matrix that I pass into the shader. But if I need tens of thousands of unique matrices, is it faster to implement the TRS calculations in a compute shader rather than on the CPU? I know the answer is ordinarily a resounding NO - but does this change when the number of matrices is in the ten thousands. Seems to me like mass parallelization.