// alias is to use for attachment, it should be a bone name
        public void AddMeshVertex(string prefabName,
                                  AnimationInstancing.LodInfo[] lodInfo,
                                  Transform[] bones,
                                  List <Matrix4x4> bindPose,
                                  int bonePerVertex,
                                  string alias = null)
        {
            UnityEngine.Profiling.Profiler.BeginSample("AddMeshVertex()");
            for (int x = 0; x != lodInfo.Length; ++x)
            {
                AnimationInstancing.LodInfo lod = lodInfo[x];
                for (int i = 0; i != lod.skinnedMeshRenderer.Length; ++i)
                {
                    Mesh m = lod.skinnedMeshRenderer[i].sharedMesh;
                    if (m == null)
                    {
                        continue;
                    }

                    int         nameCode = lod.skinnedMeshRenderer[i].name.GetHashCode();
                    int         identify = GetIdentify(lod.skinnedMeshRenderer[i].sharedMaterials);
                    VertexCache cache    = null;
                    if (vertexCachePool.TryGetValue(nameCode, out cache))
                    {
                        MaterialBlock block = null;
                        if (!cache.instanceBlockList.TryGetValue(identify, out block))
                        {
                            block = CreateBlock(cache, lod.skinnedMeshRenderer[i].sharedMaterials);
                            cache.instanceBlockList.Add(identify, block);
                        }
                        lod.vertexCacheList[i]   = cache;
                        lod.materialBlockList[i] = block;
                        continue;
                    }

                    VertexCache vertexCache = CreateVertexCache(prefabName, nameCode, 0, m);
                    vertexCache.bindPose = bindPose.ToArray();
                    MaterialBlock matBlock = CreateBlock(vertexCache, lod.skinnedMeshRenderer[i].sharedMaterials);
                    vertexCache.instanceBlockList.Add(identify, matBlock);
                    SetupVertexCache(vertexCache, matBlock, lod.skinnedMeshRenderer[i], bones, bonePerVertex);
                    lod.vertexCacheList[i]   = vertexCache;
                    lod.materialBlockList[i] = matBlock;
                }

                for (int i = 0, j = lod.skinnedMeshRenderer.Length; i != lod.meshRenderer.Length; ++i, ++j)
                {
                    Mesh m = lod.meshFilter[i].sharedMesh;
                    if (m == null)
                    {
                        continue;
                    }

                    int         renderName = lod.meshRenderer[i].name.GetHashCode();
                    int         aliasName  = (alias != null ? alias.GetHashCode() : 0);
                    int         identify   = GetIdentify(lod.meshRenderer[i].sharedMaterials);
                    VertexCache cache      = null;
                    if (vertexCachePool.TryGetValue(renderName + aliasName, out cache))
                    {
                        MaterialBlock block = null;
                        if (!cache.instanceBlockList.TryGetValue(identify, out block))
                        {
                            block = CreateBlock(cache, lod.meshRenderer[i].sharedMaterials);
                            cache.instanceBlockList.Add(identify, block);
                        }
                        lod.vertexCacheList[j]   = cache;
                        lod.materialBlockList[j] = block;
                        continue;
                    }

                    VertexCache vertexCache = CreateVertexCache(prefabName, renderName, aliasName, m);
                    if (bindPose != null)
                    {
                        vertexCache.bindPose = bindPose.ToArray();
                    }
                    MaterialBlock matBlock = CreateBlock(vertexCache, lod.meshRenderer[i].sharedMaterials);
                    vertexCache.instanceBlockList.Add(identify, matBlock);
                    SetupVertexCache(vertexCache, matBlock, lod.meshRenderer[i], m, bones, bonePerVertex);
                    lod.vertexCacheList[lod.skinnedMeshRenderer.Length + i]   = vertexCache;
                    lod.materialBlockList[lod.skinnedMeshRenderer.Length + i] = matBlock;
                }
            }

            UnityEngine.Profiling.Profiler.EndSample();
        }
        void ApplyBoneMatrix()
        {
            Vector3 cameraPosition = cameraTransform.position;

            for (int i = 0; i != aniInstancingList.Count; ++i)
            {
                AnimationInstancing instance = aniInstancingList[i];
                if (!instance.IsPlaying())
                {
                    continue;
                }
                if (instance.aniIndex < 0 && instance.parentInstance == null)
                {
                    continue;
                }

                if (instance.applyRootMotion)
                {
                    ApplyRootMotion(instance);
                }

                instance.UpdateAnimation();
                instance.boundingSpere.position = instance.worldTransform.position;
                boundingSphere[i] = instance.boundingSpere;

                if (!instance.visible)
                {
                    continue;
                }
                instance.UpdateLod(cameraPosition);

                AnimationInstancing.LodInfo lod = instance.lodInfo[instance.lodLevel];
                int aniTextureIndex             = -1;
                if (instance.parentInstance != null)
                {
                    aniTextureIndex = instance.parentInstance.aniTextureIndex;
                }
                else
                {
                    aniTextureIndex = instance.aniTextureIndex;
                }

                Matrix4x4 worldMat = instance.worldTransform.localToWorldMatrix;
                for (int j = 0; j != lod.vertexCacheList.Length; ++j)
                {
                    VertexCache   cache = lod.vertexCacheList[j];
                    MaterialBlock block = lod.materialBlockList[j];
                    Debug.Assert(block != null);
                    int packageIndex = block.runtimePackageIndex[aniTextureIndex];
                    Debug.Assert(packageIndex < block.packageList[aniTextureIndex].Count);
                    InstancingPackage package = block.packageList[aniTextureIndex][packageIndex];
                    if (package.instancingCount + 1 > instancingPackageSize)
                    {
                        ++block.runtimePackageIndex[aniTextureIndex];
                        packageIndex = block.runtimePackageIndex[aniTextureIndex];
                        if (packageIndex >= block.packageList[aniTextureIndex].Count)
                        {
                            InstancingPackage newPackage = CreatePackage(block.instanceData,
                                                                         cache.mesh,
                                                                         cache.materials,
                                                                         aniTextureIndex);
                            block.packageList[aniTextureIndex].Add(newPackage);
                            PreparePackageMaterial(newPackage, cache, aniTextureIndex);
                            newPackage.instancingCount = 1;
                        }
                        block.packageList[aniTextureIndex][packageIndex].instancingCount = 1;
                    }
                    else
                    {
                        ++package.instancingCount;
                    }

                    {
                        VertexCache       vertexCache = cache;
                        InstanceData      data        = block.instanceData;
                        int               index       = block.runtimePackageIndex[aniTextureIndex];
                        InstancingPackage pkg         = block.packageList[aniTextureIndex][index];
                        int               count       = pkg.instancingCount - 1;
                        if (count >= 0)
                        {
                            Matrix4x4[] arrayMat = data.worldMatrix[aniTextureIndex][index];
                            arrayMat[count].m00 = worldMat.m00;
                            arrayMat[count].m01 = worldMat.m01;
                            arrayMat[count].m02 = worldMat.m02;
                            arrayMat[count].m03 = worldMat.m03;
                            arrayMat[count].m10 = worldMat.m10;
                            arrayMat[count].m11 = worldMat.m11;
                            arrayMat[count].m12 = worldMat.m12;
                            arrayMat[count].m13 = worldMat.m13;
                            arrayMat[count].m20 = worldMat.m20;
                            arrayMat[count].m21 = worldMat.m21;
                            arrayMat[count].m22 = worldMat.m22;
                            arrayMat[count].m23 = worldMat.m23;
                            arrayMat[count].m30 = worldMat.m30;
                            arrayMat[count].m31 = worldMat.m31;
                            arrayMat[count].m32 = worldMat.m32;
                            arrayMat[count].m33 = worldMat.m33;
                            float frameIndex = 0, preFrameIndex = -1, transition = 0f;
                            if (instance.parentInstance != null)
                            {
                                frameIndex = instance.parentInstance.aniInfo[instance.parentInstance.aniIndex].animationIndex + instance.parentInstance.curFrame;
                                if (instance.parentInstance.preAniIndex >= 0)
                                {
                                    preFrameIndex = instance.parentInstance.aniInfo[instance.parentInstance.preAniIndex].animationIndex + instance.parentInstance.preAniFrame;
                                }
                                transition = instance.parentInstance.transitionProgress;
                            }
                            else
                            {
                                frameIndex = instance.aniInfo[instance.aniIndex].animationIndex + instance.curFrame;
                                if (instance.preAniIndex >= 0)
                                {
                                    preFrameIndex = instance.aniInfo[instance.preAniIndex].animationIndex + instance.preAniFrame;
                                }
                                transition = instance.transitionProgress;
                            }
                            data.frameIndex[aniTextureIndex][index][count]         = frameIndex;
                            data.preFrameIndex[aniTextureIndex][index][count]      = preFrameIndex;
                            data.transitionProgress[aniTextureIndex][index][count] = transition;
                        }
                    }
                }
            }
        }