I'm working on an effect which relies on DrawMeshInstancedIndirect. I'm adapting the first shader (surface shader) which the scripting documentation provides as an example: here. What I would like is to position the instanced meshes relative to the Transform of a GameObject in-scene, and be able to have those mesh positions move with the Transform when the GameObject moves. I suspect this can be achieved by transforming the Vector3 array of instanced positions in the shader by the Transform of a specified GameObject. I just have now clue how to do this. Any suggestions?