public void Render() { if (skinnedMeshRenderer.HasPropertyBlock()) { skinnedMeshRenderer.GetPropertyBlock(materialPropertyBlock); } materialPropertyBlock.SetFloat("_Age", Time.time - snapshotTime); for (int subIndex = 0; subIndex < mesh.subMeshCount; subIndex++) { Graphics.DrawMesh(mesh, transform, sharedMaterials[subIndex], skinnedMeshRenderer.gameObject.layer, null, subIndex, materialPropertyBlock); } }