Incorrect shadow when light passing a full transparent glass material in rtx-realtime 2.0

Thanks for the detailed description and screenshots.

This thread discusses a very similar issue with glass making objects behind it appear too dark in RTX renderers and includes some suggested material and rendering tweaks that might help:

Could you take a look and see if any of the suggestions there improve your scene in RTX Realtime 2.0? If not, please share your minimal USD example of your bottle setup so we can investigate further on our side.