Let me see if I can describe the scenario (latest Corona 5 in use with 3ds max):
You have a scene with a small spherical light, say 1 cm in size and which has no red component (e.g., RGB=0,96,255). It is a pretty strong light causing overexposure in the scene when viewed through the camera.
In front of the light (from the perspective of the camera), you have a glass hemisphere shell (i.e., imagine creating a 3-4 cm (in diameter) half-sphere (removing the flat bottom) and then using a 1-2 mm shell modifier on it, to create a fairly thin glass shell with an IOR of 1.5). Some details about the glass material are that it is blue in color , no diffuse (i.e., RGB=0,0,0, medium-blue reflection containing no red component and (RGB=0,10,160), a very light blue refraction containing no red component (e.g., RGB=0,10,255) and a glossiness of say 0.75 (not thin and no caustics).
So to use ASCII art you have this:
o) >=# (The 'o' is the light, the ')' is the hemisphere, and the >=# is the camera looking at it.)
In this very simple scene, the result is that the rendered light shining through the glass appears red or has an extremely strong red cast, even though there is no red component in the light source, or any parts of the material used for the glass.
So, it seems that Corona, when there is overexposure of blue, is adding a lot of red to the scene.