Artifact when rendering transparent quad

I’m drawing small quad meshes with transparent texture as fired bullets and ran into some strange artifacts. This is what it should look like normally alt text, but when camera is aimed at a low angle to the plane of the quad, transparency is not properly displayed on the quad.alt text Could anyone explain why this happens?

In your texture import settings, you need to increase the amount of anisotropic filtering. This allows the texture to be more easily stretched without weird distortions as you see here.