**System Information**
Operating system: Linux-4.13.10-041310-generic-x86_64-with-debian-stretch-sid 64 Bits
Graphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.67
**Blender Version**
Broken: version: 2.81 (sub 13), branch: master, commit date: 2019-10-04 22:33, hash: `rBab519b91b2c4`
Worked: 2.80 stable
**Short description of error**
This is maybe related to[[ [[ https://developer.blender.org/T64883 | this issue ]] reported in May.
The issue presents itself as what looks like black bleeding in, when using the alpha socket of the principled pbr shader. Curiously, it only happens when either the Subsurface, Clearcoat or Transmission sockets are connected, and even if they feed in a value of 0.
The issue does not seem to be related to the interpolation used of the alpha texture. Neither is there any actual black color present- for instance in a color map - that could be bleeding in from the outside.
The issue is not present in the 2.80 stable release.
It can be avoided by mixing with a transparent shader instead, but I was hoping that would be a thing of the past now.
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[[ https://www.youtube.com/watch?v=Ss78eBp3JZQ | video demo ]]
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**Exact steps for others to reproduce the error**
* open the blend contained in the above zip file in a (recent?) 2.81 build
* the Y-facing circle and 'Access Electrical' decal display a dark outline at the alpha border
* mute or disconnect all the 3 value inputs, the bleeding vanishes
* unmute or reconnect any of the 3, and it comes back
* the X-facing decals don't have that issue, the transparency is craeted by mixing a transparent shader
* load the blend in 2.80, and everything should look fine