Fresnel Material Backside?

I have a water material that used Fresnel as a method of blending between colors and opacity, in Translucent blend mode and had used TLM_Surface for Reflectivity; however, when I looked backside there isn’t quite enough ripples, because the color all blend to one of the two colors used, as Fresnel is useless in Camera Angle larger than 90 degree (counting from the perpendicular angle to material surface) and the material Normal Map mostly have positive blue value, or say, the Normal I used is mostly upward…

So I made an attempt to make the material judge the Camera Vector, then use different Fresnel to solve this problem…but still, the method is limited and cannot solve all the problem I had, as one would still see that the ripples disappear as you view the material from straight down.

Is there a better way to solve this? Or is there some other way to make a backside of a water material?


Looking from top of the material


Looking from back of the material, the problem is at center…as when one views straight upward, the Camera Vector is straight down and thus most unsuit to the upward vector of material Normal map…