Had some time to study shader effects. The environment and the car were created by UE4Arch.com.
I used BoxMasking and Blueprints to control the opacity of the material based on certain parameters. To apply the effect to the car’s multiple objects, I created a Material Function so that it’s easy to reuse it on other materials. I then used a Material Parameter Collection to control the effect on a global scale.
I used an approach by UnrealCG as reference: https://www.youtube.com/watch?v=_YTw-pFuWig