Sorta - ya gotta overlap a masked texture on top of the additive one.
Some examples:
The masked mesh sometimes has to be scaled *slightly* larger than the additive one. If the polygons match perfectly, the renderer may favor the additive layer, but sometimes you can get away with duplicating the mesh in a text editor and layering them directly on top of one another, if they are both low poly. As you can see in the last example, you can even tack a chrome effect onto the additive layer.
It doesn't render right in some versions of Windows and graphic drivers though - and has the same oddities you get with additive textures with some combinations of Windows and drivers, such as vanishing when set against another special render texture, like so.
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