Pixelperfect masks not being represented accurately in shadergraph

Hello Unity community. I am facing the problem of shadergraph not processing my pixelperfect mask in the way I want it to and expect it to. Where one color channel of the mask hits another channel the bordering pixels are getting blurred, completely ruining the outcome and purpose of my mask. I do have compressionand mipmapping disabled and 32f colordepth for the mask. I exported it with 32f depth and apllied it in the import settings in Unity.
Import settings of mask:

My mask in Ds:
mask_zoomed

rendered Result:

So it appears like shadergraph is not representing the mask correctly resulting in a mask outcome similar to that:

I have no clue why shadergraph is behaving like that and what I am missing, so I would be really greatful if someone could help me out!