Almost... The material has multiple properties and textures, which get updated. Not every frame, but frequently. And mClippedMat doesn't pick them up.
With my sledgehammer, I can make something that looks correct, by doing this in OnWillRenderObject().
if (mClippedMat != null)
{
mClippedMat.CopyPropertiesFromMaterial(mSharedMat);
What would be the correct / efficient way to do this?