Control texture channel bleed

If I make a control texture that uses the red, green, and blue channel for different aspects of whatever I am controlling, features from one channel are visibly effecting another channel. There is no texture import setting that does not cause this problem. I have yet to try using an image that has been downloaded by the WWW class.

Is there a way that Unity can store a PNG image and load it into a Texture2D without screwing with the channels in any way? Its ok if there isn’t much precision, I just want the individual channels to stay intact.

Have you considered the possibility that Photoshop is saving your image using a color profile? This is a common problem, and if you haven’t, it might be worth looking into.

When saving as PNG the option for imbed color profile is unchecked and grayed out… That means it should be fine?