Access to structuredBuffer from vertex/fragment shader directly

I would like to move many balls using compute shader.So I send my data to gpu (compute shader) and change the positions of them and then send from gpu to cpu to draw them in new positions.(getdata() and drawmeshinstance)
but getdata() function is slow. How can I draw them without using getdata() and drawmeshinstance (with vertex/fragment shader directly)
Thanks in advance

Better support for this is in Unity 5.6 via DrawMeshInstancedIndirect

cool perfect
but why did unity introduce it so late?

Considering they only just added basic instancing in 5.4, a feature that was requested for several years, your guess is as good as anyone’s.