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not possible with what’s shown. The material isnt using transparency or masking.
If you see holes, i would look closer at the normals on the mesh itself. -
what? And also, what is the exact idea of using vertex normal as the UV?
Unwrap your objects so that the line always falls in place.
make a specific texture with the line in black so you can isolate it.
use the texture in a lerp, so you can replace 0 with the pink.
at that point, if you need the pink to be dotted up, you just modify the texture.
you can replace specific colors with an IF statement.
A texture, B .01
== red
<= hot pink
>= albedo texture
Also, using Textures and proper unwrapping is much more performant for the material VS using any WPO or Vertex Normal node, since they both parse either all vertex or all pixels.