Normal map and alpha?

I am not sure for the normal URP, but for 2DRenderer,

When you use sprite with normal map and alpha transparency, does writing to normal buffer respect the alpha blending and correctly blends normal value as well? Like how 2 normals blend in 3D application. If not, isn’t it going to look incorrect when you use normal + alpha in sprite?

Any ideas?

Just experimented with it and for all others, this does indeed work! At least with 2020.2 URP 9