Is Renderer.localToWorldMatrix wrong, if object was set a scale?

I need draw something by CommandBuffer.DrawProcedural, and I set parameters according to document. Everything was great until object was set a scale. Some shapes were drawn in wrong position, and some shapes were drawn in correct position. If I set their parent’s scale to (1, 1, 1), everything is ok!
So I need draw correctly for everything. Have any resolvent?

var render = GetComponent<Renderer>();
command.DrawProcedural(render.localToWorldMatrix, drawMaterial, 0, MeshTopology.Points, degradedQuadsBuffer.count);


I use SkinnedMeshRenderer.BakeMesh to get dynamic mesh data. Maybe SkinnedMeshRenderer.BakeMesh make it wrong?

OK, I find the problem is SkinnedMeshRenderer.BakeMesh. It will bake mesh with scale, so I must find method to solve it.