HDRP Z clipping

When snapping glass materials to the ground, I receive z clipping.

What are some of the ways to solve Z clipping in HDRP?

The best solution is to avoid having perfectly aligned surfaces.
Offset the glass objet slightly so the polygons don’t overlap with the ground, it should avoid z-fighting and not be noticeable at reasonable viewing distance.

How would I be able to snap objects to the collider and not the mesh? So I can snap objects without having to worry about z clipping.

I don’t think this is possible (unless you use some sort of editor script to actually do physic simulation).
But you could simply snap the object first, then move it slightly.