I was trying to improve the appearance of glass windows in my game, by adding Refaction to the material. This effect looks pretty good when there’s just one piece of glass, but if you look through some glass at some other glass, only the nearest glass is rendered. Here’s a simple example where some far-away dark glass just doesn’t get drawn when looking through a near-by lighter glass:
Is this just a core limitation of refraction, that you can’t look through a refracting object at another refracting object? Is there anything I can do to improve the result? To be specific, looking through the near glass I would hope that the far glass wouldn’t be so obviously invisible. The current result means I probably can’t use refraction very much, since it just looks weird and buggy if there are two refracting objects near each other. Maybe I’m just doing it wrong?
I also can’t seem to get any particles to render on the other side of the glass refraction. Is this not supported either? Or do I need to tweak something?
I spent a bit more time on this, and unfortunately it just keeps getting worse. Maybe refraction is not ready yet, or maybe I’m doing it wrong, but at this point is doesn’t seem practical to use refraction.
In addition to particles not showing up behind refraction, neither does any UI element in a world-space canvas. In addition, UI elements that are in front of a refraction object don’t get rendered properly either. For example, here is a circular button positioned in front of some glass:

It’s completely it front of it, but it’s getting cut off by the glass. Another angle shows that the button is about 1 unit in front of this surface:

But if you move the camera around, it will either get clipped off, or hidden completely, despite never being behind the glass.
Is anyone using refraction for the glass in their game? It seem refraction looks pretty awesome as long as it’s the only thing in a scene, but it doesn’t behave well with other things. I don’t know if it’s still a work in progress. It was suggested by one of the devs that I use refraction instead of distortion for representing glass windows, but so far both have some really major problems.