I'm working on a (fun but needlessly complex) mockup for my wife's work. The idea I've had is that I can use my PBR cardboard texture along with the 2d image that will effectively define the boundaries of the plane.
Here is what it currently looks like in the Shader:

Using my more familiar 2d parlance, I just want to mask the eges out, so the cardboard texture is alpha'd wherever there isn't a pixel, thereby creating edges (which I can hopefully solidify to give depth).
Additional Thoughts:
- I have been pointed toward the Mask Node, but that's relegated to the compositor, not the shader.
- Regardless of what tack I take, I realize that I need a lot of subdivisions to support the geometry.
- I also realize I could do this manually, but I'd prefer to figure out the proper way to generate whatever assets I might want.
Solution or no, thanks for your attention. Blender is super fun. And frustrating. And then fun again. And then infuriating. Then you feel like a god. Then I take a week off and forget half the terms. Blender is a mixed bag. Also life.

