tilemap problem with colour? explain why

have tile map in photoshop 68 width 16 height pixels.
178909-level01.png
I go through the picture with this script

void GenerateLevel()
    {
        for (int i = 0; i < map.width; i++)
        {
            for (int j = 0; j < map.height; j++)
            {
                DrawTile(i, j);
            }
        }
    }

    void DrawTile(int w, int h)
    {
        Color pixelColor = map.GetPixel(w, h);
        count++;

        if (pixelColor.a == 0)
        {
            return;
        }

        foreach (var tile in tiles)
        {
            if (tile.color.Equals(pixelColor))
            {
                Vector2 pos = new Vector2(w, h);
                Instantiate(tile.obj, pos, Quaternion.identity, transform);
            }
        }
    }

and I get the following result, in this place where the red square is located, it moves and kills several blacks. I did not understand what to do, and decided to draw the picture through Gizmos, and what I saw

private void OnDrawGizmos()
    {
        Gizmos.color = Color.white;
        for (int i = 0; i < map.width; i++)
        {
            for (int j = 0; j < map.height; j++)
            {
                Gizmos.color = map.GetPixel(i, j);
                Vector2 pos = new Vector2(i, j);
                Vector3 cube = Vector3.one;
                Gizmos.DrawCube(pos, cube);
            }

178911-screenshot-105.png
why is this happening, why and how to fix it? I would like to have a map with all the traps, or is this problem not resolved procedurally? Perhaps any other solution or advice will do.

figured it out. I set High Quality in the configuration mode of the card itself