How to get rotation values of transform inspector just from unity_ObjectToWorld matrix?

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.

I mean if all the values of transform inspector are set correctly,tranform.localToWorldMatrix should be the same with the unity_ObjectToWorld matrix already given before.

Try m.rotation.eulerAngles where m is a Matrix4x4.

See here for more information:

Really helps.Thank you!