Need some help with transparent texture 'halos'

Hello All,

First I want to admit that I am a bit of a shader noob, so just to get that out of the way upfront. Also, i swear i read about this a few months ago, but after doing some searching in the forums i cant find anything, but perhaps I am using the wrong search terms.

What I am doing is just some simple sprite rendering to quads. all my sprites are atlased, and I am using the built in “particles alpha blended” shader.

The sprites draw in various layers and orders and everything works as intended with one tiny flaw, i am getting a light colored halo around my images.

I can make this halo go away if I switch my material to be non filtered (but then it looks chunky, so i would prefer to keep the filtering as it lends a nice smoothness, but not if it makes my images look like they have outlines. (or maybe this is not a shader issue at all?)

it seems like a simple thing really (tho maybe it is not so simple). I downloaded the shader source and had a look at the shader I am using and nothing seems to pop out as broken.

I am happy to go and do a crash course in shader programming if that is what it takes, I just need a nudge in the right direction. Cheers!

Cheers!
-Ben

attached are some examples: the top one shows the problem, the bottom one shows it without filtering on my atlas material.


http://answers.unity3d.com/questions/2827/messy-alpha-problem-white-around-edges/2856#2856

–Eric

thanks eric!!!