Hello folks, I'm attempting to paint into a RenderTexture(RT from now on). I've attached images of the RT Camera and the RT setup. Also of the plane that is displaying the RT in the scene. I draw textures for one frame in front of the RT Camera, which doesn't clear... and so it slowly fills the texture up. All works sweetly except I get these dark edges where the alpha of the texture is very low. See on the image. It's as if it is combining with some imaginary black colour somewhere along the line. But I'm baffled... If there is already a colour there - as you can see where the pink and white lines touch each other - to works perfectly... it is only if the space on the RT was previously transparent. I've tried fiddling with the shader on the blob that's being drawn in front of the RT Camera but i can't seem to find a shader that fixes it... I'm using Sprites/Default in the attached image... i've tried loads of different ones... Unlit/Transparent half seems to work - but that seems to replace the alpha that's already on the texture plane with the alpha from the blob... so drawing a single blob will always have almost clear edges even if that plane was already filled with white. Any help here would be much appreciated. Thanks!