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当前主分支上的UnityArmatureComponent全局共用相同材质球实例,
这导致自定义shader任何属性修改,对相同龙骨资源的实例同时生效。
例如,我添加一个变灰的shader,场景里有10个小怪,其中一个小怪出现灰化的效果
修改材质球参数,10个小怪一起灰化。
(cherry picked from commit 0dba22b)
允许运行时修改当前UnityArmatureComponent使用的材质球
···
Material fxMaterial = Instantiate(material);
m_ArmatureComponent.SetMaterialOverride(material, fxMaterial);
···