hey Acegikmo - so I was playing around with the refraction last night. it works very well, but may I make a suggestion? It would be great to have the refraction as a node instead of embedded into the shader base. That way we can treat the refraction how we like and also use that data to drive other data. We can then use proper alpha and refraction at the same time instead of having to remove alpha strength to see the refraction. Where I work now, we have it as a node that we multiply into the diffuse input of the shader. It works beautifully. I imagine there must be advantages and disadvantages to both performance and usability though. anyway, just a thought. keep up the fantastic work!