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@@ -690,6 +690,9 @@ namespace Spine.Unity {
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}
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for (int i = 0; i < meshRenderer.sharedMaterials.Length; ++i) {
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+ if (!meshRenderer.sharedMaterials[i])
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+ continue;
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+
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if (!hasPerRendererBlock) meshRenderer.GetPropertyBlock(reusedPropertyBlock, i);
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// Note: this parameter shall not exist at any shader, then Unity will create separate
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// material instances (not in terms of memory cost or leakage).
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