I don't understand what's happening here. If I use the default "Glass Clear RT" texture it renders with a milky-white cast.
Upping the transmission value in the 'transparency' shader from the default 95% to 99% seems to make it more white and less transparent.
Reducing that value seems to make it more transparent, as in you can see more of what's behind, but it's darkened.
I just want some glass that is nearly completely transparent!
What's going o
Yes, the fringing artefacts are there again. I've just tried loading my image into a panoramic background - it's all out of scale and orientation - but the white reflection/cast has gone, and so has the white fringing.
I wonder if this means there's some kind of bug with the 'normal' image background?
I'm going to see if I can get it to work as a panoramic background with a bit of trial and error to work out the right size, orientation etc.
If that doesn't wor