setup( builder ) {

		const { count, instanceMatrix, instanceColor } = this;

		let { instanceMatrixNode, instanceColorNode } = this;

		if ( instanceMatrixNode === null ) {

			// Both WebGPU and WebGL backends have UBO max limited to 64kb. Matrix count number bigger than 1000 ( 16 * 4 * 1000 = 64kb ) will fallback to attribute.

			if ( count <= 1000 ) {

				instanceMatrixNode = buffer( instanceMatrix.array, 'mat4', Math.max( count, 1 ) ).element( instanceIndex );

			} else {

				const buffer = new InstancedInterleavedBuffer( instanceMatrix.array, 16, 1 );

				this.buffer = buffer;

				const bufferFn = instanceMatrix.usage === DynamicDrawUsage ? instancedDynamicBufferAttribute : instancedBufferAttribute;

				const instanceBuffers = [
					// F.Signature -> bufferAttribute( array, type, stride, offset )
					bufferFn( buffer, 'vec4', 16, 0 ),
					bufferFn( buffer, 'vec4', 16, 4 ),
					bufferFn( buffer, 'vec4', 16, 8 ),
					bufferFn( buffer, 'vec4', 16, 12 )
				];

				instanceMatrixNode = mat4( ...instanceBuffers );

			}

			this.instanceMatrixNode = instanceMatrixNode;

		}

		if ( instanceColor && instanceColorNode === null ) {

			const buffer = new InstancedBufferAttribute( instanceColor.array, 3 );

			const bufferFn = instanceColor.usage === DynamicDrawUsage ? instancedDynamicBufferAttribute : instancedBufferAttribute;

			this.bufferColor = buffer;

			instanceColorNode = vec3( bufferFn( buffer, 'vec3', 3, 0 ) );

			this.instanceColorNode = instanceColorNode;

		}

		// POSITION

		const instancePosition = instanceMatrixNode.mul( positionLocal ).xyz;
		positionLocal.assign( instancePosition );

		// NORMAL

		if ( builder.hasGeometryAttribute( 'normal' ) ) {

			const instanceNormal = transformNormal( normalLocal, instanceMatrixNode );

			// ASSIGNS

			normalLocal.assign( instanceNormal );

		}

		// COLOR

		if ( this.instanceColorNode !== null ) {

			varyingProperty( 'vec3', 'vInstanceColor' ).assign( this.instanceColorNode );

		}

	}
Setups the internal buffers and nodes and assigns the transformed vertex data
to predefined node variables for accumulation. That follows the same patterns
like with morph and skinning nodes.

@param {NodeBuilder} builder - The current node builder.