Transparency with AddressUV=border

hi there

i’m trying to resize textures on the mesh so that i don’t get it repeated but just resized to, say, quarter of mesh subset. i see it can be done with Address node applied to quads or by setting addresuv=border in the shader (instead of wrap or mirror by default).

unfortunately both approaches result in solid color around resized texture (and i don’t know how to change it in shader). is it possible to get transparency around resized texture instead of that solid color?


ok got an advice already

just set BorderColor = (Border); within sampler structure in the shader