Textures rendered through the GUI system appear corrupted on Windows while they look fine on OSX. Please see the attached picture. This happens with GUI.DrawTexture as well as with GUIText. Any idea what causes this and how to fix it? Compression of the images doesn't make a difference. It may have something to do with alpha transparency. Some pictures look better if I don't fade them in and out (and use Graphics.DrawTexture instead, without a Material). But that doesn't apply to the GUIText, which is not faded at all. I'm using the Transparent/VertexLit shader for the GUIText because the letters have multiple colours. And Pixel Correct is turned off.