The color of liquid, gas, glass or gemstones depends on the amount of transparent volume. Transparency is intrinsically colored, spectral: (RGB)A is a really crude approximation, which gives very bad intuitions on the shade of colors when the depth varies, as coffee in a cup, sauce in a plate, or water on the beach.
Note that this phenomenon also occurs with accumulated inter-reflection at the corners of a peinted room or between 2 colored sheets. Because transparency and inter-reflections are multiplicative phenomena, and not additive, they are not linear: they transform the chrominance.
Indeed there are 3 phenomena: pure transparency effect (due to absorption), volumetric diffusion (due to pigments), and anisotropic scattering (as in sky, clouds or smoke). Reflection differs: 0 for pure transparency (but reflect on a white background mimic 2ble thickness), cumulated for diffusion, and complementary for anisotropic. (real material + white bg would combine modalities).
Here, you can play and explore the physical shades of colors, tuning the base R,G,B color (corresponding to 1m of depth). Top: transparency color (which is also the medium color with a white background and half the depth, if G mod = 0). Curves: normalized RGB components, showing chrominance shift. Bottom: absorbed color (complement). G mod = 0: pure transparency. 1: pure diffusion. Keys: h: display this console window on / off f: bg=color w: bg=white 1-5: permutations of R/G/B channel g: gas mode 0 / 1 / 2 Mouse: LEFT: tune R MIDDLE: tune G RIGHT: tune B SHIFT: tune brightness