So, I figured out a method through use of materials. I have taken screenshots of the material setup along with the results inside of the viewport. What you don’t see from this are a couple of steps in your material that you will need to setup along with changing your from TemporalAA to FXAA in Project Settings > Rendering
So in your material change the material to Translucency. Disable Use Translucency Vertex Fog and Enable Responsive AA. Make sure your lighting mode is Set to Surface Translucency Volume for your Lighting Mode.
This method gives a more realistic feel and looks more like glass. You can adjust the settings according to what you want along with the masks that you use. I used the standard ones that come with engine content.
(One suggesting is to fine a fine normal map that you can use to create that pitted effect that you see in the resource image you posted.)