How to let handled events / raycasts pass through

First, i really appreciate the way unity team is going with design decision. Looks like they finally started using interfaces and let us override core classes more. But to the problem:

I am using new EventSystem and my GO has a script which implements EventSystems.IPointerClickHandler attached. I am receiving mouse click events. But what i’d like to do, is to optionally let this raycast pass through (after the event is handled), based on the event handler result.

An example would be an object with alpha cut texture. I want to apparently ignore clicking on transparent parts (and let objects behind being clicked on instead), but this decision (whether object with alpha texture was hit or not) should be done by the object itself.

Does the EventSystem or other classes involved support this behaviour?

If not then:
I guess i will have to re-raycast with the object being ignored, in that case, is there some way how to invoke the same raycast?

Edit: I’ve noticed that BaseRaycaster.Raycast works with a list of hit objects; in that case, re-raycasting seems redundant and this should be possible to resolve other way?

So i solved this by deriving from the PhysicsRaycaster class

Raycaster first checks the hit gameoObject for components with my IRaycastFilter interface and if it finds some, it will call a method on it, giving it a chance to discard this gameObject from hit list

Since this is still in beta, there’s no documentation and no source codes, so i had to use .net reflector to see how the raycaster should work