So I have been wondering - is it normal that local Shader coordinate space gets thrown out the window the moment transparency or another Shader comes into play? Say, I have a simple scaling Shader:
If one element is set to transparent it suddenly uses screen-space coordinates:
Which, obviously, breaks the effect, but that's nothing compared to several transparent elements:
Now they all live in screen-space and somehow manage to exist within each other's bounds.
I'd like to ask @Ashley if this is supposed to be expected behaviour and if so, is there a way around it?