Looking through glass windows

I looked at quite a few threads, but I’m still not sure how to do what I want to do. I would like to have a glass window. I’ve experimented with the transparency shaders and alpha adjustment, but it doesn’t give me quite the effect that I’m looking for.

I would like to have it so that you can look through a window and see what’s on the other side, but still tell that there is glass there. Is there some creative way I can do this (Using a “Glass texture” with a transparency shader, perhaps)? I tried render to texture, but it gave the same effect as transparency (and also seems like a bad idea in a hall of windows).

I don’t need any form of reflection at all, simply realistic transparency.

Thank you.

Simple glass shader by unity wiki:

Shader "Glass" {
	Properties {
		_SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
		_Shininess ("Shininess", Range (0.01, 1)) = 0.078125
	}
	SubShader {
		Tags {
			"Queue"="Transparent"
			"IgnoreProjector"="True"
			"RenderType"="Transparent"
		}
		LOD 300
		
		CGPROGRAM
			#pragma surface surf BlinnPhong decal:add nolightmap
			
			half _Shininess;
			
			struct Input {
				float dummy;
			};
			
			void surf (Input IN, inout SurfaceOutput o) {
				o.Albedo = 0;
				o.Gloss = 1;
				o.Specular = _Shininess;
				o.Alpha = 0;
			}
		ENDCG
	}
	FallBack "Transparent/VertexLit"
}