Instancing with GraphicsBuffers: passing transform matrix?

I’m able to batch VFX graphs together by passing position and rotations via graphics buffers. This works well for World particles but not so well for Local ones.

Is there a way to pass a custom Matrix4x4 to transform the output particle into world space? While keeping “position” value to local space?

Figured it out. Simply transform the position value in the output stage.

Unfortunately there is no easy way to transform rotation as vfx graph only exposes euler angles.