Modeling glass panes for use with Raytracing?

What is the recommended way to model a glass pane (in Sketchup) for use in Unreal Engine? I have been using a one-inch-thick rectangle, with a single-sided translucent material on two faces, and opaque on the four edges.

What I’m trying to prevent is two translucent surfaces, one behind the other, so that my RTX video card has to calculate the transparency for both at once–performance hit with litle or no quality improvement.

I realize that real-world glass is two panes of 1/4", with a spacer, for a total thickness of 1" with an air gap. But I want the glass to have as realistic translucency and reflectivity via RTX at the lowest performance cost. Any tips and tricks please? Thank you.