GL Lines in URP 6 - material issues

Since there was some incorrect info in a recent locked topic: GL.LINES and GL functionality with URP

(Edit: Custom meshes with Lines topology seems to be the alternative and probably faster approach)

I just have to note that GL Lines does work in URP (at least in forward) via an OnRenderObject() call.
But… you need to use a material with a basic vertex color shader. It is not clear exactly what to use (missing documentation?!) but this shader worked for me:

Shader "Unlit/GLLineShader"
{
    Properties
    {
        _BaseColor("Base Color", Color) = (1, 1, 1, 1)//can have a base color if required
    }
    SubShader
    {
        Tags { "RenderType"="Transparent" "Queue"="Transparent" }
        Pass
        {
            Blend SrcAlpha OneMinusSrcAlpha
            ZTest Off
            ZWrite Off
            Cull Off

            HLSLPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #include "UnityCG.cginc"

            struct appdata_t
            {
                float4 vertex : POSITION;
                float4 color : COLOR;
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
                float4 color : COLOR;
            };

            float4 _BaseColor;

            v2f vert(appdata_t v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.color = v.color * _BaseColor; // Combine vertex color with base color
                return o;
            }

            fixed4 frag(v2f i) : SV_Target
            {
                return i.color;
            }
            ENDHLSL
        }
    }
}

Note that Gl.wireframe followed by triangle draw does appear a little buggy. Some meshes are mostly drawn as wireframe but then some triangles appear non wireframe!