You’ll want a Principled BSDF material using an alpha channel and either the “Alpha Blend” or “Alpha Clip” blending mode enabled. That exports correctly for me in a recent Blender 2.8 beta:
glTF currently supports a subset of the Principled BSDF values:
- Base Color
- Metallic (
B
channel) - Roughness (
G
channel) - Normal
- Tangent
- Blend Mode (Opaque, Alpha Blend, Alpha Clip)
Documentation in progress: https://developer.blender.org/D4082