is alpha broken with screenposition ?

Hi everyone,
it seems that when using a masked material and adding a screenposition for UVs of the texture, the shadow gets broken !
Let’s say I do this on a plane, then the shadow will be squared. If I remove the screenposition for the uvs, the shadow takes the shape of my alpha for opacity.
Any idea why ? Is this normal for you or is it an issue in the engine ?
Thanks a lot

Because in shadow depth pass screen position becomes something different, as shadow depth view is renderer from point other than view. You can use shadow pass switch material expression to fix that.