Pink error checking - can we pick a new color?

So I have a shader (MobileMovieTexture) that takes a microsecond to load - maybe only one or two frames - and in the interim, that textured polygon is the standard pink ‘error’ color.

Is there a way to set that ‘error’ color to black or something else? Everything is working fine in the game, and I don’t want to change the behavior of the shader at all - just that tiny little blink. You can’t even see it with the human eye, but when you record it on video, there’s a flash of pink just when the textured shader loads for the first time, plain as day. Because of the color, it actually leaves an afterimage, and you see it quite clearly in the recorded vid.

How are you loading the shader such that a frame is drawn before it is loaded? Can you detect when it is loaded, and use an already-loaded shader for those first few frames?

It’s a movie that needs to load, so I assume something like this is happening:

Object pops into existence
Movie is looked up
Poly is drawn (pink)
Movie is decoded
Texture is drawn on poly

That’s complete supposition, but it makes sense.

Pink means that the shader you’re using can’t run for whatever reason. Either there isn’t one or it won’t run on the current hardware. If you simply haven’t assigned a texture yet, the default texture for that slot should appear. It is usually white, but never pink.