The problem with ClampToEdge is that it stretches the outer strip of pixels even when uv goes outside [0,1]. So the typcial change is to use ClampToZero.
The problem with ClampToZero/Border of 0 is that it pulls in black transparent color into images. What would be better is for this to double up the edge pixels of the texture (ClampToEdge), and only once uv exceeds 0,1 then bilerp the transparent color. Currently ClampToZero pulls in black and drops alpha at the edges of small images leading to poor edges of small textures.