Do images in an Android build have some implicit Alpha from Grayscale?

In my game, I use some png images that I turn into materials for game objects. The images have an alpha channel to leave the edges fully transparent, but the majority of the image is simply a black blob with a white outline:

12282-asteroid_00.png

The image renders on a material perfectly fine with a PC build/run, but on Android build/run, the black center becomes fully transparent. I’m suspicious that it has something to do with the format I’m importing them as (RGBA 32bit), but playing with the format type doesn’t seem to have an affect.

What am I missing here?

I’m an idiot-ish. The background image that was “showing through” the black blob objects was actually moving to the same Z position at run-time. My mistake by using Vector2 when I should’ve used Vector3 so all the position Z values wouldn’t default to 0.

What’s interesting is that the face of the black blob (Cube) should still have been closer to the camera than the Plane object that was my background.