PNG Transparency is different in Unity than Photoshop

I’m creating a png with an outer glow in Photoshop, and importing that into Unity to use as a UI Image (Screen Space - Overlay canvas).

The glow in Unity seems to have the incorrect alpha since the glow shows as much thicker and brighter in Unity than it does in Photoshop.

I’ve attached how the png looks in Unity and and in Photoshop for comparison.

Why is there a difference between the two? I would like it to look exactly how it does in Photoshop. I’ve tried playing around with the settings for the import:

  • Disabling sRGB
  • Changing Wrap Mode to all other types
  • Changing filter mode to all other types
  • Using no compression
  • Using any of the other compression options
  • Changing the Format from Automatic to all the other options
  • Changing the Resize Algorithm
  • Applying a UI/Additive shader

Is there anything else I can change to fix the alpha channel?

EDIT: If I change my project’s color space from Linear to Gamma, the image shows correctly. But I would like to keep my project in the Linear color space. Are there any other alternatives?

Photoshop

Unity

I have no idea.
But, I think you should use color space Linear in photoshop either.

could be how ui is set up/scaled etc

and changing the filter mode of a texture cab make it more crisp looking