When moving a bigger distance away from transparent glass parts they create these weird lighting effects, where it looks like it is white glass lit from the inside. This happens both in-game and in studio in my game.
This happens with both atmosphere turned on and off, also happens in a default new Roblox baseplate. Started happening a couple days ago it seems.
There currently appears to be a bug with the way the fallback (graphics 1 and 2 also) shader works. Unlike level 3+ it renders specular and diffuse per-vertex and not per-pixel, in a way which I think is called Gouraud.
However, there is currently a bug with how it works which appears to affect the appearance of glass, and also causes weird blotchy vertex squares to appear around meshes, cylinders and spheres, almost as if the lighting is being reversed at a distance.
The problems are both likely linked because they both appeared around the same time and only happen on quality levels 1 and 2, and at a distance when it falls back to the Gouraud shader.