With the changes to the texture of Frog Spawn in the recent beta, it is now using a blending render method. This appears correctly without Ray Tracing, but with Ray Tracing all blending material blocks use refraction as well, so the renderer treats even the 0% opacity pixels as a surface instead of not rendering them. This leads to breaking the intended visuals of the block when Ray Tracing is on.
Steps to Reproduce:
Create or apply a PBR resource pack to Global Resources that has the required texture set files for frog spawn (such as the ones I have attached), and open a world with the Wild Update experiment turned on.
Place Frog Spawn and observe.
Observed Results:
The portions of the texture meant to be fully transparent act as a surface with RTX on and cause the block to appear incorrectly.
Expected Results:
Frog Spawn should only render the parts of the texture that aren't fully transparent as a surface.
One possible way to fix this would be to allow resource pack creators to control if a block that uses a blending material uses refraction or not, through a component in the blocks.json file. This would allow addon creators to create blocks with blending materials without inherently using refraction.
Here is a link to the PBR resource pack I used to demonstrate the issue:
https://www.mediafire.com/file/7rm4nmgtr57o2ys/Defined_PBR_1.1.7.mcpack/file
I remember there was no problem about rendering frogspawn in version 1.18.12 (which was called tadpole egg then) with experiment features on.