code: function (subMesh) {
                  var mesh = subMesh.getRenderingMesh();
                  var scene = _this._scene;
                  var engine = scene.getEngine();
                  // Culling
                  engine.setState(subMesh.getMaterial().backFaceCulling);
                  // Managing instances
                  var batch = mesh._getInstancesRenderList(subMesh._id);
                  if (batch.mustReturn) {
                      return;
                  }
                  var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
                  if (_this.isReady(subMesh, hardwareInstancedRendering)) {
                      engine.enableEffect(_this._effect);
                      mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
                      var material = subMesh.getMaterial();
                      _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
                      _this._effect.setFloat2("depthValues", scene.activeCamera.minZ, scene.activeCamera.minZ + scene.activeCamera.maxZ);
                      // Alpha test
                      if (material && material.needAlphaTesting()) {
                          var alphaTexture = material.getAlphaTestTexture();
                          _this._effect.setTexture("diffuseSampler", alphaTexture);
                          _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
                      }
                      // Bones
                      if (mesh.useBones && mesh.computeBonesUsingShaders) {
                          _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
                      }
                      // Draw
                      mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
                  }
              }
docs: Custom render function