Quick answer: Add Float property _CustomTime. Drive from C# with the clip’s normalized time. Replace Time node with this uniform.

Cutscene plays. Material flashes use Shader Graph Time. Time advances regardless of cutscene scrubbing. Custom uniform decouples from app time.

The Fix

Blackboard:
  Float _CustomTime  Reference: _CustomTime  Default: 0

C# driver:
void Update() {
    var stateInfo = animator.GetCurrentAnimatorStateInfo(0);
    float t = stateInfo.normalizedTime * stateInfo.length;
    material.SetFloat("_CustomTime", t);
}

Custom Time tracks the clip; scrubbing in Animation rewinds. Time node ignored.

Verifying

Scrub timeline. Material reflects scrub position. Without custom: continues forward.

“Custom Time. Driven externally. Syncs.”

Related Issues

For Shader Graph keyword toggle, see keyword toggle. For SubGraph property, see SubGraph.

Custom Time. Drive externally.