- You can move a vertex either through “code” or a shader. You can use the UVs to mask out the position then use the WPO (World Position Offset) to move it’s location. (Collision doesn’t follow).
- You can indeed use both methods together to achieve a more flexible setup: Use vertex painting for base colors and properties, and render targets for dynamic effects like animated transitions; blend both in the material using Lerp nodes.
- I don’t really know what you mean here.
- Don’t know how I could help you with this particularly either.
I would say that you are quite vague, and need to be way more specific to get better help.