Why are sprite masks with alpha not possible in unity?

to say that something is not possible in unity should always return as a false statement

we have made powerful cpus nowadays ,and we have all the ram and the gpus

sprites are displaying on the screen and the code is working as expected, someone up on the chain really wanted for us to be able to display these sprites and add colisions and stuff

but once i a while i come across these things that are not possible, like adding alpha on sprite mask. Can it even be solved on unity by a sufficiently dedicated dev who does some shader magic to achieve it?

All Ive seen are assets that break if you try more than one mask, or if you try to tweak it at all, or the asset breaks the stencil pass

is it just that the pipeline was not created in mind to accommodate infinite masks with alpha, or that in spite of that, a non unity dev that has not yet given his maximum effort to achieve it?

Thank you all for coming, these were my ramblings about spritemasks with feather