I am having an issue with my glass shader where objects using it do not show up through each other.
Here is my current setup for the shader:
I am having an issue with my glass shader where objects using it do not show up through each other.
Here is my current setup for the shader:
Try something like this for your "glass" shader. As Nathan mentioned, rasterized transparency will always be lacking compared to Raytracing, and though EEVEE really doesn't like transparency through transparency, this shader attempts to strike a happy medium. Try it and see for yourself. Pay attention to the Blend Modes on the right, including the backface culling and show backface checkboxes (I just noticed Show backface is covered in my image, but it is un-checked):
However, glass is very much assisted (both in eevee and Cycles) by the use of an HDRI environment map. Switch to your World shading tab and add an Environment Texture (not Image Texture) with your HDRI. Blender's built in HDRI's are in the blender folder at .../2.93/datafiles/studiolights/world
and many more can be found online for free. One of the most popular places is HDRI Haven (https://hdrihaven.com/hdris/).
If you want the effect from the lighting, but don't want the image in your background, you can separate them by using a Mix Shader, using the Is Camera Ray output of a Light Path node as the mix factor:
Make sure that Render Properties -> Screen Space Reflections -> Refraction is on
In EEVEE Objects with refraction on in their shader can't be seen when they're behind other objects.
Here's the best "fake glass" EEVEE Shader I've found
In this shader disable Screen Space Refraction.
Set the blend mode to "Alpha Blend"
enable backface culling
The RGB Curves gives fine control over the Fresnel effect but isn't really necessary