I am working on a 2D URP project in Unity, and I encountered a persistent issue with the Visual Effect Graph (VFX Graph). When I create a new VFX and use Mesh Output, I randomly assign a mesh (in this case, a cube), and add a texture — this could be either a custom texture or even a built-in texture like Default-Particle.
However, when the VFX starts playing, there is a moment where the mesh shape briefly appears as a solid blue object, which flashes for a split second before the intended effect renders properly.
This blue artifact also occurs even if I don’t assign any texture at all. I’ve noticed this issue every time I trigger the VFX, and it happens regardless of the mesh or texture I assign.
Does anyone have an idea about the root cause of this issue or how I can fix this unwanted blue flash? Is it related to shader or mesh loading in the VFX system?
Here’s an example of the setup where this occurs (screenshot attached). Thanks in advance for any insights!
