Yep! So nearly any property that is supplied by the transform can be animated using the animation command. Good job on figuring out a way forward on it!
Ironically, it's harder to animate AnimatedAberration than it is to animate the still version of it from the outside. AnimatedAberration takes u_time into consideration, which is a uniform property that is representative of ongoing time. If you were able to set u_time to a constant value, it would.. actually stop animating! The changing of u_time as supplied by RenPy and the shader's uptime is actually driving that one's particular animation.
You could still animate Animated Aberration from the outside, but you'd only be able to animate the other exposed properties, and it probably would be hard to fine tune the appearance because the animation is baked into the shader itself for that one.
It was smart to go to the still version of it, because now you have significantly more control over how it behaves from the outside using the animation commands in RenPy. What you're doing is changing the values supplied by the transform directly, rather than having the shader calculate the latest step there.
I'd love to see how you did it, and I'm sure some other folks would too if you'd like to share.
