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Old plugin Texture Layers 2.0 has uvw map by spline. TL2 was released as open source, so maybe ADSK will find easy to contact with author and use part of code of TL2, than write this mapping type from scratch...
The algorithm could work like this: for every mesh vertex, find the nearest point-on-spline, then apply cylinder coordinates according to that spline point. It's the users responsibility to create a spline that is as congruent as possible to the mesh. (For a lengthy object like a road, a spline could easily be extracted from an edge-loop-selection along the length, of course.)