I am having a bit of trouble using the built-in GUI.DrawTexture function to draw an imported photoshop image with the proper alpha levels. I am not seeing any white fringes, I think this is a different problem.
What I have is a simple black border with a soft fade, like a drop-shadow. In Photoshop, the fade is very subtle. When I render the image in Unity, the fade is quite pronounced. It seems to me like the alpha is being applied incorrectly (straight vs. multiplied?). Do you know what might cause this or how to fix it?
You should set your texture importer settings to be like on this image:

Thanks for replying! Yep, that’s what I’ve got.
Restarting unity seems to have changed the image slightly; now it does appear to be the white-fringe problem, before I suppose it was a black-fringe problem, masked by the image being black itself…
What’s the most stream-lined method to remove the white-fringes?
I personally never use images that consist of a transparent RGB channel. Explicitly making the RGB channel opaque, and then storing alpha in, well, the alpha channel gives you full control over colors even where the image is fully transparent.
So say you have one transparent layer in photoshop, there are some tools to help you reduce fringe effects;
With your layer selected, go to Layer->Matting(at the bottom)-> Remove White Matte, or Black if your fringe is black etc.
Now that you have your image defringed, select Layer->Layermask->From Transparency. This converts your transparency to a mask, separating transparency from color. Copy the contents from the layermask into a new color channel (Alpha 1), and then delete the layer mask, leaving RGB opaque, with transparency in the Alpha 1 channel. Save as PSD.
Another way to see if you’ve removed the matteing effeciently is to place a solid color layer behind your original layer before you separate the transparency, if you can see the fringe in photoshop, you will in unity aswell.