What we only known are a box gameobject prefab and its mesh’s unity_ObjectToWorld matrix.
What we want to do is putting this gameobject into scene and making it look the same with the result of mul(unity_ObjectToWorld,v.vertex) in shader just by modifying the transform inspector of this gameobject.
I know how to get the position and scale values of transform inspector from this unity_ObjectToWorld matrix,but I am not sure how to get the rotation values.