I saw people using the mib_volume inside the transparency of an lambert.
mapped with some procedural noise… (believe me that’s damn hard to get a good look - but if so - it could look awesome).
that result could be plugged in the transparency of an mia or in the additional color.
also the mib_glossy_refraction does surface thickness calculation - try using it with amb_occ shader.
otherwise the mia with glossy refraction and falloff. if you go more advanced you can go for surface thickness calc. and ray-forward calc stuff. aswell for secondary ray tint calcs.
and or look through the binary alchemy shaders which has one ray op. shader for depth calculations. which aswell samples edges (edge detect). …sadly mentalgay in maya is the less developed renderer I’ve seen. when it comes to custom operations (xsi and renderman/ mantra/ 3delight/… include mathematical stuff (nodes) which is not accessible inside maya - other than writing your own shader).
but maybe I gave you an idea for further testing.