How can I make sure that a Material keeps being animated when the game is paused?
Use the Scaled Time shader variant and have an active object with the “SetAllIn1VfxCustomGlobalTime.cs” component attached to it.
In URP, I get a glitchy looking artifact on some mesh effects. What’s happening and how can I solve it?
It’s a problem with the Depth Buffer and when it’s being written. We want it to be available when the Vfx transparent Materials render. This only happens with some Unity versions, but in case you encounter it, it can be fixed in the Pipeline asset changing the Depth Texture Mode to After Opaques.
Why are Materials not properly animating in the Scene view?
Because "Always Refresh" is not enabled in the Scene view
Is the asset compatible with Unity 6?
Of course it is :)
It's compatible with all Unity versions up from Unity 2019.4.