No the mesh has the correct shader assigned in the correct way. So you are taking the master glassRT, adding the thin translucent node and setting the shader model to thin transparency with a 3constant parameter for the colour change, and when you change that colour it changes your glass colour in the main viewport as well as the material and mesh one?!
This is what I’m doing. Would you be able to save out your shader and I’ll try it in my scene?