#pragma instancing_options procedural doesn't work with Graphics.RenderMeshIndirect?

Graphics.RenderMeshIndirect also using the IndirectDraw like DrawMeshInstancedIndirect, but I can’t get “#pragma instancing_options procedural:setup” to work, the step function won’t be inserted into vertex shader nor fragment shader.

Here is the full shader code:

Shader "Unlit/T"
{
    Properties
    {
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 100

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #pragma multi_compile_instancing
            #pragma instancing_options procedural:setup
            #pragma enable_d3d11_debug_symbols
            #pragma target 4.5
           
            #include "UnityInstancing.cginc"

            #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
                float4x4 _ObjectToWorldOverride;
                float4x4 _WorldToObjectOverride;
            #endif

            void step()
            {
                #ifdef UNITY_PROCEDURAL_INSTANCING_ENABLED
                    unity_ObjectToWorld = _ObjectToWorldOverride;
                    unity_WorldToObject = _WorldToObjectOverride;
                #endif
            }

            struct appdata
            {
                half4 vertex : POSITION;
            };

            struct v2f
            {
                half4 vertex : SV_POSITION;
            };

            float4x4 _ObjectToWorld;

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                //o.vertex = mul(UNITY_MATRIX_VP, mul(_ObjectToWorld, float4(v.vertex.xyz, 1.0)));
                return o;
            }
           
            fixed4 frag (v2f i) : SV_Target
            {
                return 1;
            }
            ENDCG
        }
    }
}

Did I missed something?

Shouldn’t the function be called setup instead of step? After all that’s the name you specified in “#pragma instancing_options procedural:setup”.

Sorry for my typos here.

I just found the reason, the function is called along with UNITY_SETUP_INSTANCE_ID, it is generated by unity in surface shader and now I need write it by my self.