Glow Effect + Transparent Shader

Whats the deal here?

I have a bunch of trees on an mountain island (as geometry made in Maya exported to FBX format) that is the start for my level.

When I add a glow effect to the Camera the trees suddenly start showing ghost geometry from other areas behind the tress in other parts of the level and become fully transparent (ignoring my alpha channel). The same thing happens if I use the Depth of Field (DOF)effect.

Any ideas?

You need to closely manage the alpha in your scene. The full screen glow effect uses the alpha channel to encode glow strength. Everything in your scene will glow if it has any alpha at all, including the skybox!

One could alternately write a shader that uses something other than alpha as it’s reference.