 				[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;

			{
				half4 viewPos : SV_POSITION;
				half  pulse : COLOR;
			};

			v2g vert(appdata_base v)
			{
				v2g o;

				o.viewPos = UnityObjectToClipPos(v.vertex);


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

			[maxvertexcount(3)]
