it's probably just a result of illumination . You either have to make vertex normals up perpendicular to ground surface or try to use translucent shader/ backlighting . And BTW that darker halo around wheat sprouts is probably because alpha pixels are black without padding
Thank you for your time. I played a bit with the vertex normals with the pufiness and up settings. It's still is there but a LOT less noticable. Yeah the dark halo is because I couldn't get transparency in Substance Designer. As I said i'm fairly new to the software, tried RGB-A split, RGB-A Merge, searched for tutorials…