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A difraction shader would be great for many people... and 2 ways for this will be great. A poor way like the Renderman shader and a rich way with a lot of xeon and RAM.
If you have to fire multiple rays to get a smooth transition it makes little difference in rendertime between an "accurate" and a faked solution. If the renderman shader in that example would take into account the ray angle difference from the original tangent to adjust the IOR difference based on that it would be an "accurate" solution.
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