I acts like a reflection map in a raytraced situation…reflections are raytraced till a ray doesn’t hit another object to reflect then the map takes over.
Same with refraction - refraction rays bounce around till they run out - it can go black (termination color) or you can have an image where the rays terminate.
In any glass you have done in EI which has been raytraced, eventually a color (most times black) marked the end of the bounces. How you can specify a map to do the same.
it adds a nice variety and complexity to glass.

