3D Models and Geometric Instancing Issue

You have in your class file defined a vertex structure with the following attributes.
The current vertex declaration includes these elements: SV_Position0, NORMAL0, TEXCOORD0, POSITION1, TEXCOORD1.

in your shader however you have a two fold mismatch.

First your vertex struct in the shader only defines half of those attributes. It’s missing position1 and texturecoords1

struct VertexShaderInput
{
float4 Position : POSITION0;
float3 Normal : NORMAL0;
float2 TextureCoordinate : TEXCOORD0;
};

Secondly you are passing in a matrix to the shader.
VertexShaderFunction(VertexShaderInput input, float4x4 instanceTransform : BLENDWEIGHT)

When you instance you define a second struct one that holds the instancing values these hold information that allows the VertexShaderInput to essentially be redrawn or drawn multiple times hence instances of the VertexShaderInput

Look to the very bottom post in the following link there is a game1 and instancing shader to go with it …

When you look to that code note that each technique only uses one vertex and one pixel shader so don’t be confused by seeing 2 of each there those are to show that you can have more then one technique in a shader.fx file to use from game1. Everything else should be clearly commented.