Hello everyone. I'm working on a glass shader in UE for my pint here but I'm at a loss.
I finally managed to make the normals see through but now I'm struggling with this difference between seeing through 2 or more parallel faces and the sides which I don't understand why it decides to make so clear. It's like the IOR is in reverse. I've been browsing my ass off but nothing useful comes up. My shader is built from a combo of the default glass mat and this: https://www.gametextures.com/creating-a-multi-purpose-glass-material-in-unreal-engine-4/#1468373576365-0379f6dc-6787 Also tried and fiddled around all over the connections as you can see. I used forward shading which came out amazing but still. It doesn't even come close to acceptable glass.