I am using the Unity example to test Graphics.DrawMeshInstancedIndirect.
As seen in the images attached it renders meshes correctly on PC, yet with the exact same scene the mesh get’s draw in an arrow/tri jumble.
I have graphics set to OpenGL ES 3.1 in build settings.
I’m seeing the same results. The object-to-world matrix is being created correctly because each instance is getting transformed, but the instance mesh is mangled. Something about the instance vertex positions and indices are wrong. I’ve copied my shader below.