System Information
Operating system:Win10 64b
Graphics card:NVIDIA RTX2060
Blender Version
Broken: blender-3.2.0-beta+v32.84e55e3dc251-windows.amd64-release; blender-3.2.0-candidate+v32.34f94a02f370-windows.amd64-release; blender-3.3.0-alpha+master.8589f60546b3-windows.amd64-release
Worked: blender-3.2.0-alpha+master.295d5c6ef5b9-windows.amd64-release ; blender-3.1.0-stable+v31.c77597cd0e15-windows.amd64-release
Short description of error
I've tried to import a shader I'm happy with (the one constructed in 3.2a) into a current project which is in 3.2b and it doesn't look the same:
Notice the shiny amazing lights on the left, may have been a happy buggy accident that got fixed in later versions (all of them, up to 3.3 alpha!!), but I wanted this effect. I attribute this difference to the Mix Shader node's Fac input somehow clamping/remapping its input.
So I'm looking for ways to reproduce this effect and to learn along the way of doing it.
I can port everything back to 3.2a/3.1st, but it's going to limit my geonode shenanigans and probably mess with other things.
And here's the full shader tree, made by following this Glass 2.0 guide by CG Vertex
Tried stacking "add shader" on top of each other, but I haven't figured it out yet, and I'm not very sure how can I utilize MixRGB.
I have a hunch that multiplication node is somehow pushing the RGB values past 1, which makes the surface emissive. But I can't figure out how to replicate the look and not lose other components of it - transmissiveness and caustics.
I tried looking for any relevant changelogs, but I haven't found anything that stands out to me that could be important.
Notice that I'm not using the upcoming native caustics feature.
Exact steps for others to reproduce the error
Here's the file. Run it in 3.1 stable, run it in 3.2beta (past the supplied version) and compare it back to back.

