Have you ever tried to instantiate thousands of animated skinned meshes in a Unity Scene? Even with GPU Skinning enabled (quite obscure feature in Unity) and baked skinned meshes (thanks to MeshBaker but it does not support many skin animations), the Animation Class on every instance is consuming all your CPU resources.
As there is no way to write 32F in RenderTexture and proceed like DirectX10 technique (see below), I used DirectX11 and ComputeBuffers to bake mesh topology and animations for GPU processing. Then a compute shader is used to iterate through these buffers, calculating and transmitting data to a classic render shader that draws every vertices and triangles of the instantiated mesh according an animation buffer.
There is no shadow handling yet but diffuse and specular lights are working nicely.
Inspired from DirectX10 technique: