unity png color bleeding

i’m trying to learn unity, and i’m importing a texture with an alpha channel, after doing some reading it seems that unity needs to have textures with (o,o,o) rgb as well as alpha for it to be displayed properly, so i did some more research and found that gimp had a simple solution where there is an option “save colour values from transparent pixels” which when unchecked would give the pixels a null value.

however now rather than a black or white background, im getting this strange bleeding affect, any ideas why this would be happening and how i could fix it?

I think you need to work also on the material
Set the render mode as “CutOut”