I had the idea to draw a number of primitive quads using GPU instancing (using MultiMesh.instance_count) and then position them in vertex shader using INSTANCE_ID as a basis (e.g. get their position with a simple mod operator on INSTANCE_ID).
However it seems I need to explicitly set transforms with set_instance_transform for each instance on the CPU? Even if I don't need it in my case. Is there any way to not generate transform and avoid building that buffer with MultiMesh?