 				[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 frag(g2f i) : COLOR
			{
				half3 result = i.pulse * _PulseColor;

				if (!_UseWireframe)

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

			v2g vert(appdata_base v)
			{
				v2g o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);

				o.viewPos = UnityObjectToClipPos(v.vertex);

