Why is my material's refraction creating unwanted halo effects?

Few questions:

a) How did you unwrapped your mesh ? Is it clean unwrap without disortions ?

b). Did you used any textures, or just pluged straight scalar value ?

To get most of your refraction you need:

a) Have clean unwrap. Unwrap doesn’t need to be unique, or in 0,1 space, but make it is not disorted.

b) Use texture for refraction. Either multiply it by scalar and plug into refraction, on plug it into Lerp alpha and use two scalars. Check which one is working better for you. For more advanced setup you might want to mask refraction using lerp and fresnel node.

c) use normal map. Refraction will actually pick shapes from normal map.

Hope that helps!