What causes a material to go crazy (visual artifacts) when alpha channel is set to extremely high values (-1e+15)

This question is for curiosity.

I have a simple transparent shader (code below), and I have made a property “_Alpha” for it.

If I set the alpha channel to extremely high values, like e.g -1e+15 or 1e+15, I see visual artifacts like the following:

What causes this? Why does it not just stop at the highest value of white that there is? (if that even makes sense).

I’m interested in what goes on under the hood of the GPU or Unity game engine that causes a large orange outline to appear on the object, when the fragment shader returns -1e+15 for the alpha channel.

The shader:

Shader "Unlit/OverflowShader"
{
    Properties
    {
        _Color ("Color",Color) = (1,1,1,1)
        _Alpha("Alpha", Float) = 0
    }
    SubShader
    {
         Tags { "Queue" = "Transparent" "RenderType" = "Transparent" }
        LOD 100

        // Enable blending for transparency
        Blend SrcAlpha OneMinusSrcAlpha

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            // make fog work
            #pragma multi_compile_fog

            #include "UnityCG.cginc"

            float4 _Color;
            float _Alpha;

            struct appdata
            {
                float4 vertex : POSITION;
     
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
            };


            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                fixed4 col = _Color;
                col.a = _Alpha;
                return col;
            }
            ENDCG
        }
    }
}

it’s due to the blending mode. when you use SrcAlpha, the alpha determines how the colors are blended to the screen. it makes sense that increasing the alpha does the opposite of what decreasing it does. the “artifacts” as you call them are just colors clipping and a lot of bloom. i’m not exactly sure what alpha blending does compared to something like additive or multiplicative blending, so i can’t tell you why the low numbers behave so crazily. probably something similar