Hi there i’ve been playing around in eevee with frosted glass and diffusers for lights. I seem to be running into an issue whereby the emissive material is being occluded by the glass shader at a certain point.
I’m not sure if this is a limitation of rasterization over ray tracing but it just seems to cutoff when the camera gets to a particular point (see cycles render fot the result I am after).
i’ve tried adjusting the refraction settings and adding in reflection cubemap but doesn’t seem to help, has anyone run into similar issues?
any help would be greatly appreciated, thank you