First, let’s understand how glass material works in real life. Being an almost completely transparent material, it’s not opacity that makes it seen. Here’s a reference image to figure it out:
As we can see, the albedo color and opacity have a minimal role here and can be safely ignored. We see glass via these factors:
Surface receives shadows
I handled the refraction on my setup the standard way, might go more in depth later though:
Seeing how the translucent blend mode didn’t handle the results I needed, I tried the masked blend mode and fed a fresnel into the input. Here’s how that turned out:
(fyi, the Fresnel phenomenon is that non-metallic surfaces turn into a perfect mirror when viewed from an angle close to 180 degrees). So basically this is a step in the right direction though causes specularity to affect the shadows. And the material still lacks “substance”, and the masked blend mode doesn’t support refraction.
So I decided to combine both approaches - use two instances of the same mesh with different materials - one to handle the specularity, one - the refraction and opacity. Doesn’t look much, but definitely better:
I’ll keep you updated on my progress, and whether I find a better approach than placing two instances of the same mesh at the same location - which is a bit “dirty”, if you ask me.