I'm trying to create a little trick, which recognizes if a texture type node has a texture inside it, so if yes, like in this example, it should set the MixRGB value to 1, I'm using a math node set to "Greater Than ", but obviously, this interacts on the parts where the pixels have a value higher than" 0 "but on the others it doesn't interact and the color stays on red. Tracing the Blender logo I'm using as a test.
Is there a way to "Smooth" those values, and make everything set to RGB "Green" if a map is inserted into the node and has at least one pixel with a value greater than 0?
In short:
I would like solid color Red if no texture is inserted in the node, and all green if a texture inserted in the node
Edit: Something was suggested to me in a previous answer. But the problem is that in Blender, an empty Texture Node fires RGB values: (0,0,0) in Eevee, and (1,0,1) in Cycles. So, use solution would be with regard to RGB values only (Leaving aside the Alpha factor for now) Feedback like this: