Quick answer: Unity VFX Graph particles spawn through camera near-clip when restarting the system? Camera fade module reads previous frame's camera position - reset on Activate.

Camera teleports; VFX restart. First particles spawn at camera position, visible through near clip.

Reset camera state on Activate

vfx.SetVector3("prevCamPos", Camera.main.transform.position);
vfx.Reinit();

Hand the VFX the current camera position; Reinit clears state.

Or disable fade for a frame

SetFloat fade strength = 0; restore next frame. The teleport frame has no fade; subsequent frames behave correctly.

Use camera-cut event

Cinemachine OnCameraCut. Trigger VFX reset on the cut.

“VFX state includes previous frame's camera context. Teleports invalidate the context.”

Standardize camera-teleport handling. VFX, audio, post-process all need the cut event; centralize the dispatch.

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