I have this source image saved out from Photoshop but when I add it as an Image component to a UI element, it becomes a complete mess:

(screenshot from Unity on the left, overlay in Photoshop on the right).
I’ve tried playing with the import compression, power of two or not, even mipmaps in desperation but nothing worked. Native size is definitely set and there’s no scaling involved.
I’m sure it’s something simple so what am I missing?
Hmmmm, very, very strange. I tried to import it as well, and I got the same result as you. If you add a black background to it it works correctly, so I guess there is some problem with the alpha channel. Sadly, I wasn’t able to pinpoint the problem. Which software did you use to create it?
The only thing I noticed,is that the color channels are quite strong even in the transparent area. If you get rid of those the halo disappears:
→ 

Of course this only makes sense. Sadly I don’t have any other thoughts. I would say it is a problem of the graphic rather than your import settings.
I appreciate you taking a look @Johannski but no luck fixing it still. I built a few more test examples, using images I’ve authored and a couple grabbed from the wikimedia commons: blue, yellow, mine, icon – just to make sure it wasn’t something with my photoshop settings.
And laying them out in Unity you get this:
But laying them out in Photoshop you get this:
There’s a clear and stark difference between the two, like the alpha is being over-multiplied into the final result or something but I’m absolutely baffled on what’s causing that or how to correct it.
Any and all advice welcome here.