proper way of remapping with alpha

I got this remapping example where I am remapping a simple noise according to the UV coords where the linear gradients in R and G represents the coordinates from 0 to 1 in UV space. I got a problem with the alpha channel. The transparent background fluctuating in the remapped component. Of course I can mask out the background to get rid of it as in version two.

I realize that this behavior occurs since Red == 0 picks from the left column of pixels and Green == 0 picks from the right column of pixels.

But what is the proper way of map something based on the UV cords of an image as in my example?

Thanks
NewProject.1.toe (3.99 KB)

you did not include your asset “rocket_UV1.png”, so hard to say what’s going on.
Lock your Movie File In TOP to embed it in the .toe file.

whoops forgot to lock the file. sorry. here it comes with the png file

I realize that the behavior comes from that the remap takes the value 0,0 in the lower right corner and map on the background.

But I wounder if there are any better way in touch of mapping a texture after uv coordinates represented by colors as in the example?
NewProject.2.toe (12 MB)