I am currently working on a transparent shader and noticed that all my works have a jagged dark outline. I guess I've used the wrong settings somewhere, but I've been fiddling around with a couple settings without any success. I have created a basic shader, which shows the shader settings I use and the problem.

It might be a little hard to see on the screenshot, so please have a look in full resolution. There's a small black outline around the circle on the yellow background. enter image description here

  • \$\begingroup\$ These dark fringes are where your RGB colour is on its way down from white to black, while the alpha isn't yet fully black. So instead of drawing partially-transparent white, you're drawing partially-transparent grey, leaving dark marks on your bright yellow background. Have you tried either bleeding your colour out, so you continue to output full-brightness RGB even in areas where the alpha is falling off, or using pre-multiplied alpha blending to account for this effect? \$\endgroup\$
    – DMGregory
    Commented Apr 8, 2020 at 13:57

1 Answer 1


Only your Alpha should use the ellipse output pin.

Your RGB should be one consistent colour, and not darken from the inside of the ellipse to the outside.

For a smoothly-antialiased edge, your AlphaClipThreshold should remain at the default of zero, and you should use Transparent blending rather than Opaque.

Example graph setup


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