Alpha transparency blending issue.

I spent quite a while experimenting trying to figure out a way around this problem and honestly I can say I’m stumped. I’m just posting the results of my current experiment as a visual. But originally the ice and glass were on the same shader group and I was trying to use a procedural shader to have the ice creep in from the edges.

Pretty much I’ve been trying to get the ice of the cyropod to have controlled transparency on the glass. So far nothing works. Masked blend mode gives me the correct shapes but removes all the shades of grey in between in the mask I am aware you can adjust the clipping mask value but the result of playing with that value can be seen in one of the jpeg’s attached. Translucent blend mode just flattens the mask and makes it appear as if there was no alpha mask altogether. The last two blend modes… the results aren’t even worth talking about. I also tried using lerp and a one minus into opacity.

I’m hoping that someone is able to help me through this. The number one thing that is constantly being pointed out to me is the glass shader and that I should add ice to help sell the prop… I still am experimenting with the glass shader to see which would work best with the art style but… again I’m absolutely stumped on the ice. So …yea… help please?