As you can see, A+B has 4 black parts. This is not supposed to happen.
Also the UV coordinates of the object have an influence.
The thing is, in The Pixelate group, I use window coordinates. And I can’t find any place where I use UV Coordinates. (Except for the mix shader).
Could someone have a look, I’m starting to wonder if this is a blender bug?
Hmmm, I traced it to “Shader to RGB” node, I think? Here’s a simple example with only “Shader to RGB” nodes and Vertex Color as Fac, it shows the same behavior: