How to create a shared custom sampler within textures to reduce samplers' count?

Hi! May I know if it is possible to create a shared custom sampler to reduce samplers’ count, while its X-axis tiling method is Wrap, and Y-axis’ is Clamp?

I have learned that users can change Sampler Source in material blueprint, but it assumes that both X and Y axis use the same tiling method. I tried to create a sampler in custom node like that:
SamplerState MySampler
{
Filter = MIN_MAG_MIP_POINT;
AddressU = Wrap;
AddressV = Clamp;
};
return tex.SampleLevel( MySampler, tCoord, 0);
But then my rendering’s UV seemed broken as the sampler was not constructed properly and returned to default value.

Currently I turn to add extra logic like below:
void CustomUVSampler(float2 UV, out float2 Result)
{
float U = Frac(UV.r);
float V = Saturate(UV.g);
Result = float2(U, V);
}
It works with a Shared:Warp sampler source to render what I want. But I guess it can have a negative impact on hardware optimization, since hardware may speed up UV tiling when its sampler indicates that properly.

Thank you for any reply in advance!