I believe what you are referring to is subsurface scattering. It simulates light leaking through thin objects. To get this to work, you need to tweak the Subsurface settings in the Principled BSDF.
Old Principled BSDF:
![Shader 3.x](https://cdn.statically.io/img/i.sstatic.net/A98N2.png)
New Principled BSDF:
![Shader 4.x](https://cdn.statically.io/img/i.sstatic.net/JGkds.png)
Basically, you need to use a nonzero value for Subsurface (old) or Weight (new). Additionally, you need to tweak the Subsurface Radius (old) or Radius (new) to determine the color of the light that leaks to the other side. If you want it to pass as is, all components of the Radius need to be set to one. Note that, in the old Principled BSDF, in EEVEE, the Subsurface Radius didn't affect the color.
There is one more thing to do depending on the render engine.
In EEVEE, you need to enable Subsurface Translucency in the material settings.
![EEVEE](https://cdn.statically.io/img/i.sstatic.net/7n7lh.png)
In Cycles, you need to add a Solidify modifier to give thickness to your plane. The effect won't show up on backfaces.