SSR Broken on Transluscent Material

Hey Guys,

Seems there is some kind of issue with SSR reflecting darker near the horizon Fresnel of a translucent surface. I have a material set to Lit, Translucent, SurfaceTransluscencyVolume, and when SSR is enabled, there seems to be some weird darker spot towards the center of the screen (within the bounds of where SSR is influencing the surface. The SSR is definitely working as when look down on the surface from a lower angle you can see it picking up things normally then blending to the skylight as expected. Also I have checked all the SSR settings in the post process volume etc. Nothing weird there. No weird SSR changes in the ini files either.
Below are some pics, and thanks if anyone can help!

Here is an example of what I’m referring to:

It Definitely works at a lower angle

Here is the scene with no SSR on the material

Here is the reflection buffer for reference:

Just updating saying it seems this same issue is happening in 4.13.2 as well