Procedural Texture2D TransparentCutout issue

Howdy, I’m thinking someone here has this seen this before, I’m generating a Texture2D at runtime with

        var texture = new Texture2D(256, 256, TextureFormat.ARGB32, false);
        texture.filterMode = FilterMode.Bilinear;
        texture.wrapMode = TextureWrapMode.Clamp;

and in my TransparentCutout surface shader sampling the texture with

                if (tex2Dlod(_Metadata, float4(IN.uv_MainTex, 0, 0)).a < 1) {
                    discard;
                }

The following is the generated Texture2D transparency map
7387016--901655--upload_2021-8-3_21-20-56.png

This is what I get in game - the center is correct but there’s fuzzy noise that I’m guessing is from something to do with tex2d? the UV data looked fine

What happens if you replace “< 1” with “< 0.5”?

Nothing changes

Nothing seems to change

Figured it out, unrelated to textures!