Hi @SebHillaire
Yeah there is a pretty good use case for more control over specific masking of gbuffer opacity masks. This Thread by @Sergey_Tyapkin sums it up quite nicely and has a lot of traction.
Long story short, if you want to do Star Citizen, Doom Eternal like mesh decals, you need control over specifically opacity masking for color, normal and roughness buffers.
Cheers
Laurens