 				[unroll]
 				for (uint idx = 0; idx < 3; ++idx)
 				{
+					UNITY_SETUP_INSTANCE_ID(i[idx]);
+					UNITY_TRANSFER_INSTANCE_ID(i[idx], o);
+					UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
 					o.viewPos = i[idx].viewPos;
 					o.bary = barys[idx];
 					o.pulse = i[idx].pulse;

				float4 viewPos : SV_POSITION;
				half3  bary    : COLOR;
				half   pulse   : COLOR1;
			};

			[maxvertexcount(3)]


			half4 frag(g2f i) : COLOR
			{
				UNITY_SETUP_INSTANCE_ID(i);

				half3 result = i.pulse * _PulseColor;

				if (!_UseWireframe)
