Display issue with texture in shader graph

Hello there,

I am currently trying to render eyes via a shader graph, where the Cornea is rendered on the back as a mask to prevent the iris from leaving and the iris is on top. Currently everything is working except for the iris texture rendering as a square and a circle rather than just a circle.

The square can be removed if I plug the Sample Texture 2D Alpha into the Fragment Alpha; however I need the cornea mask to be present.

I have attempted to multiply the alphas together but it just results in the cornea invisible. I am still very new to shader graphs and would like to know A.) is it possible to combine the alphas while maintaining the cornea and B.) why does the square appear in the iris texture?

Shadergraph nodes preview don’t display transparency, so what you are seeing here is the RGB value stored in the texture (you can also check the texture importer preview per channel).

Since the alpha mask of the texture seems correct, what you can probably do is the the alpha value to lerp (lerp node) between the texture color and white (or any constant cornea color).