title: FMod and Frac material functions cause seam in texture
body: <p>Is there any way to get rid of the interpolation seam caused by using Frac or FMod? Coming from writing actual fragment shaders, I find it odd that this seam even exists (why is interpolation happening in the pixel sampling?)</p>
  
  <p>Example, say we have this super simple texture</p>
  
  <p><a href="https://i.stack.imgur.com/yp24q.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/yp24q.png" alt="Simple Texture"></a></p>
  
  <p>And we want the top right corner to loop instead of the whole texture, something that's easy to accomplish with an FMod.</p>
  
  <p><a href="https://i.stack.imgur.com/49KRX.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/49KRX.png" alt="Artifact"></a></p>
  
  <p>As you can see, an artifact is now present from when the UV jumps from 0.25 to 0 and I'm not sure why. Is there a way I can disable this interpolation? With the power of MSPaint, here's what I expected to see:</p>
  
  <p><a href="https://i.stack.imgur.com/mkWb7.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/mkWb7.png" alt="Artifact removed"></a></p>