The easiest way is to import your texture using clamp instead of tiling. In the alpha of the texture make sure it is all black, but have a 1 pixel size white border surrounding it.
Use a linear interpolation node (lerp) and hook the lerp alpha up with the alpha of your texture, and your A value with the RGB (the on that you put into the Base Color right now). In B put a constant 1 value (white). Then put the output of the lerp into your base color and emission color.
If this does not suffice because of the 1 pixel you could always take a slightly different approach, but I will have to dive behind my computer to test that out.
Thanks, but I can’t really control the source texture since it’s dynamically created (on runtime) from a SceneCapture2D. So if it’s possible I would like to not having the texture set up in a specific way