Hi, I am having hard time achieving refraction using HDRP Lit shader. First for transparent objects, Surface type needs to be "Transparent" & Blending mode "Alpha" based. From "Transparency Inputs" section, there are two ways of achieving refraction. 1. Refraction Model based (Box / Sphere) way depends on surface properties such as IoR & Thickness value. 2. Distortion based model is more of a creative way of achieving refraction when provided correct Distortion Vector map. It seems that both these modes can work together (not sure) for more creative freedom. First of all, transparency works when refraction model is set to "None". However, appearance is that of very thin glass without any distortion. (which probably makes sense) When I switch to either Box/Sphere based refraction model, I see complete black object. Playing around with IoR & thickness values does change the appearance slightly but it's not convincing enough to say that it's refracting background objects. I am not absolutely sure if Refraction thickness map has to be there for this technique to work correctly. In case of Distortion method, "Add" & "Replace" Blend mode produces pure black output. The only mode that seems to work is Multiply. However, not sure what type of map is fine to be used in Distortion vector map. I understand that RG channel should have distortion info & B channel should have blur info, but it would be helpful to have some reference texture which works. When tried using this texture, I don't see any distortion happening even after playing around with the scale values. I have tried using below mentioned texture as distortion vector map. Am sure that something very basic could be missing from my end to achieve the desired effect. Any help for how to get distorted refraction/normal refraction working with HDRP will be much appreciated. Unity Version: 2018.3.2f1 HDRP: 4.8.0 Thanks.