So I've been using per-instance input slots for providing world and world-view-projection matrices to my vertex shaders for instanced meshes. This works just fine and I've been passing them along through the output of the vertex shader for some small tests when needed. However as shaders get more complex it cannot be the best way to copy such per-instance data for each vertex just to make it available to other shader stages. I know I could set up a constant buffer that contains arrays indexable by the instance id that is a smaller overhead to pass along throughout the shader pipeline, but is there any other way to achieve this? I'd rather not use the cbuffer array approach since the amount of instances in any given frame may vary.