Create Button that Captures Input, but Doesn't Block Input?

I’ve got an invisible button that I use for debugging purposes. When you tap it three times in quick succession, it opens a debug options window.

The problem is, this invisible button is a raycast target, so it can be interacted with, but it blocks input to anything underneath it.

I’d like the button to capture and acknowledge input, but I don’t want the button to consume the input. I’d like the input to continue to be passed to any controls underneath the invisible button. This allows the invisible button to be used, but it doesn’t allow the invisible button to affect other buttons.

As it stands, playtesters frequently complain that buttons aren’t accurately accepting input, but it’s actually due to this invisible button blocking their intended action.

Is there any way to capture raycast input, but not block it?

I did something similar for a project. What I ended up doing what to make a script an dnot a button that detects if your fingers are double-tapping two corners of the screen at the same time.