@hoang000147 Two and a half years have passed since the original comment above. Which version of the spine-unity runtime are you using?
We have just pushed two commits to the 4.3-beta branch which automatically enable this feature without requiring any additional code, so if you're on 4.3-beta, we highly recommend updating.
See this issue ticket:
EsotericSoftware/spine-runtimes1870
If you're using spine-unity 4.2 or older, you still need to use the above workaround component. You would then need to add a PartsRendererCustomMaterials component at each parts renderer GameObject and then under Custom Materials assign the same YourMaterialName_InsideMask and YourMaterialName_OutsideMask assets as your main SkeletonRenderer uses. With multiple atlas pages and materials it's a bit more complicated: if the current materials at the parts renderer is YourMaterialName3 and YourMaterialName4, you would need to assign YourMaterialName3_InsideMask and YourMaterialName4_InsideMask there for mode Inside Mask. If materials are changed to YourMaterialName2 and YourMaterialName3 during animation, it's becoming a bit complicated unfortunately, you would need to track the initial mask-ignoring materials then. This is unfortunately not covered by the simple workaround component provided.