VectorUtils.BuildSprite applies single GradientFill for all Shapes in Geometry passed to it.
When I'm building sprite with VectorUtils.BuildSprite all GradientFills in my Shapes are overridden with fill of first Shape of first SceneNode of first Scene that I tessellate into Geometry by VectorUtils.TessellateScene() method. I tried to manipulate Fills manually at any level of this tree, but when building the sprite all shapes are rendered with single Fill.
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