Is there a way to clamp (repeat) whatever pixels are on the edge of a texture instead of having the texture repeat itself?
I'm using a Ramp shader (box method) to cut a 'window' of transparency through objects, but rather than have the 'window' repeat beyond the borders of the texture, I want it to be transparent throughout.
This seems like a really basic texture thing & something I'm sure I remember doing in other 3D packages. Am I missing something?
A texture map would be unmanageablely huge in this case.
thanks
:sean