/// <summary>
        /// MeshInstanceRendererの生成
        /// </summary>
        /// <param name="data">表示データ</param>
        /// <param name="offset">デフォルトの移動値(モデル空間から見たオフセット)</param>
        /// <param name="rotation">デフォルトの回転値</param>
        /// <param name="size">デフォルトのスケール</param>
        /// <returns>生成したMeshInstanceRenderer</returns>
        public static MeshInstanceRenderer CreateMeshInstanceRenderer(
            SpriteMeshInstanceRenderer data, Vector3 offset, Quaternion rotation, Vector3 scale)
        {
            // Sprite to Mesh
            var mesh   = new Mesh();
            var sprite = data.Sprite;

            var       vertices = Array.ConvertAll(data.Sprite.vertices, _ => (Vector3)_).ToList();
            Matrix4x4 mat      = Matrix4x4.TRS(offset, rotation, scale);

            for (int i = 0; i < vertices.Count; ++i)
            {
                vertices[i] = mat.MultiplyPoint3x4(vertices[i]);
            }
            mesh.SetVertices(vertices);
            mesh.SetUVs(0, sprite.uv.ToList());
            mesh.SetTriangles(Array.ConvertAll(sprite.triangles, _ => (int)_), 0);

            var matInst = new Material(data.Material);

            // 渡すマテリアルはGPU Instancingに対応させる必要がある
            var meshInstanceRenderer = new MeshInstanceRenderer();

            meshInstanceRenderer.mesh     = mesh;
            meshInstanceRenderer.material = matInst;
            return(meshInstanceRenderer);
        }
        /// <summary>
        /// MeshInstanceRendererの生成
        /// </summary>
        /// <param name="data">表示データ</param>
        /// <returns>生成したMeshInstanceRenderer</returns>
        public static MeshInstanceRenderer CreateMeshInstanceRenderer(SpriteMeshInstanceRenderer data)
        {
            // Sprite to Mesh
            var mesh   = new Mesh();
            var sprite = data.Sprite;

            mesh.SetVertices(Array.ConvertAll(sprite.vertices, _ => (Vector3)_).ToList());
            mesh.SetUVs(0, sprite.uv.ToList());
            mesh.SetTriangles(Array.ConvertAll(sprite.triangles, _ => (int)_), 0);

            var matInst = new Material(data.Material);

            // 渡すマテリアルはGPU Instancingに対応させる必要がある
            var meshInstanceRenderer = new MeshInstanceRenderer();

            meshInstanceRenderer.mesh     = mesh;
            meshInstanceRenderer.material = matInst;
            return(meshInstanceRenderer);
        }