Blender 4.1 - "Add Shader" node breaks alpha?

Hy,
I’m trying to create a kind of hologram shader. But there’s an issue when I merge my edges shader with another shader that creates a kind of scan lines. Both are mix shaders which essentially blend in the edges and scan lines. as soon as I pipe them into an add shader node, the alpha port of the resulting rendering shows a complete black image (full trnasparent image).
The strange thing is, the IMAGE output port clearly shows there IS an alpha as the Image is shown in the viewer. Nevertheless - saving the image from the viewer node leaves me with a full transparent image.
This doesn’t happen when I use a mix shader node instead of the add shader node. But I want to ADD those to shaders. Mixing means everey single shader only keeps 50% of its “power”.
Isn’t there any other way of combining two or more shaders? I can’t believe the shader combining option would be that limited - I must be missing something.
Any suggestions are welcome!
HologramAlphaIssue.blend (1020.7 KB)

I’m not sure I understand what you mean…
To mix you can use an add shader node to the end of your tree, there is no reason to combine them with a mix node…

Render View is upper left…The upper right is 3d view…

Well, with the add node I don’t get an alpha output. And I need this, because I want to add lens distorsion and glare in the compositor. To get this proper working you have to pipe the alpha through a set of identical nodes and then add it via a set alpha node to the image.

edit:
I managed it by mixin only one emission sahder with a transparent bsdf. The whole lines creating stuff now happens in color mix nodes. I think, thats the proper way to do this.

I still have an issue: the saved Image is significant different to the image shown in the compositor. It’s saved as png, so it’s lossless. Why is there such a huge difference?

HologramAlphaIssue.blend (1.5 MB)

Don’t save as a PNG.

Working with exr in Affinity is a bit of a hassle…