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Heya

DrawGratings uses a shader to draw stuff on the screen. Even if you create N parallel observables (via SelectMany) this shader will still be shared across all calls. The way you update a variable in the shaders (say, color) is by writing to uniforms that can be changed from UpdateUniform anywhere in your workflow (you will find some inside DrawGratings).
The externalized property "bug" you are describing is expected under the default scenario where each SelectMany sets its own value in the property when they start (i.e. in the first frame), but once they are done setting, the last value of the property will be the one that "stays" in the shader for all subsequent RenderFrame events.

H…

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@ablot
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